TEXT: TM
  A BATTLETECH SOURCEBOOKS COMPANION
  A BATTLETECH SOURCEBOOKS COMPANION
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  1
  THE HALL OF KHANS
  KATYUSHA
  STRANA MECHTY
  13 DECEMBER 3048
  Clan Star Adder Khan Cassius N’Buta was certain this war council 
  would not end well, but he sat up straight and tall regardless, as 
  befit his station. The other thirty-five individuals in the assembly 
  hall—sixteen khans, seventeen saKhans, and the Loremaster of the 
  Clans—waited for Leo Showers, the new ilKhan, to call the Grand 
  Kurultai to order. Cassius watched Showers with benign interest. 
  An ilKhan had not presided over the Clans for just over a century; 
  they had prospered long enough without one. What mattered now 
  was whether Showers, former khan of Clan Smoke Jaguar and the 
  seventh ilKhan in Clan history, would live up to the reputation of 
  the Founder Nicholas Kerensky’s ideals. The muscular MechWarrior 
  certainly had vision for the Clans, which had earned Cassius’s own 
  vote and the vote of his saKhan, Tabitha Paik.
  At the back of the uppermost tier of seats leading down to the 
  ilKhan’s dais, Cassius waited through all of the pomp and circumstance 
  that opened the kurultai. All the while he kept a close eye on individuals 
  he did not see very often. The presence of the Blood Spirit khans for the 
  invasion vote and the ilKhan’s election still amazed him. Throughout the 
  previous thirteen years, he had never once seen Khan Karianna Schmitt 
  or her saKhan in the flesh, and he could vividly recall only one time she 
  had appeared virtually in the Grand Council, via real-time HPG to vote 
  down a measure. The Fire Mandrill khans’ presence also surprised him, 
  given their current state of internecine conflict. The Mandrill leadership 
  seldom deigned to grace the Grand Council with their presence, but 
  whenever they did the Mandrill khans that visited Strana Mechty were 
  always different from the previous set of Mandrill khans Cassius had 
  seen. And the mismatched pair had been at each other’s throats the 
  moment they walked into the Hall of Khans for the invasion vote. The 
  Ghost Bear leadership had also changed. Khan Ulric Kerensky of Clan 
  Wolf had killed both previous Ghost Bear khans during his unsuccessful 
  Trial of Refusal over the invasion vote. Neither of their replacements had 
  been elected from either the Tseng or Jorgensson Bloodname Houses, 
  who had led the Ghost Bears for countless decades.
  This whole string of events—from the arrival of a wayward 
  ComStar vessel in Clan space, to the invasion vote and the current 
  war council—had been one string of surprises after another. Perhaps 
  this ilKhan will surprise me as well, Cassius thought.
  Discussion quickly turned to the matter at hand as the ilKhan 
  addressed every member of the Grand Kurultai. “There is no doubt 
  that all of those among us are mighty and have earned their 
  rightful place in the Unity.” Showers’s commanding voice echoed 
  throughout the chamber. “Each touman represented in this hall is 
  worth far more than the military might of a single Great House of 
  the Inner Sphere, but the Founder taught us the value in conserving 
  our resources and steered us away from the sin of squandering our 
  limited assets. He also instilled in us the virtue of prudent bidding, 
  so that we might win with a skillful dagger thrust what the foolish 
  would hope to win with the wild swing of an ax.
  “Members of the Grand Council, I ask you this: how many of us 
  need carry the illuminated banner of Kerensky into the corruption 
  of the Inner Sphere? How many of us shall bring to heel the diseased 
  militaries of those who tore the Star League apart and drove the 
  Great Father into exile?”
  The hall descended into cacophony as every khan—every one 
  but Cassius and his loyal saKhan—tried to clamor for attention. 
  Cassius felt the need to speak, but not now, not yet.
  Showers quieted the mob with an upraised hand. “The Grand 
  Kurultai recognizes saKhan Elias Crichell of Clan Jade Falcon.”
  Cassius would have mistaken the husky man for an overindulged 
  merchant if not for Crichell’s confident, regal bearing in his crisp 
  Jade Falcon uniform and ceremonial, gold-and-malachite falcon 
  mask. Cassius already guessed what Crichell would say, but he 
  listened with intent, regardless.
  “IlKhan, members of the Grand Council,” Crichell began, “as the 
  foremost flagbearer of the Crusader movement, Clan Jade Falcon 
  believes the toumans of two Clans will be sufficient to bring the 
  Inner Sphere to heel.”
  Cassius allowed himself a little smirk. Both the Falcons and the 
  Smoke Jaguars spearheaded the Crusader movement that itched 
  to invade the Inner Sphere. Crichell’s claim that the Falcons led the 
  movement had to rankle the new ilKhan.
  The floor turned to heated debate on Crichell’s bid.
  “The Grand Kurultai recognizes saKhan Pazi Tchernovkov of Clan 
  Coyote,” said the ilKhan.
  “Esteemed Grand Council,” declared Tchernovkov, outspoken 
  member of the opposing Warden faction, “two Clans will not be not 
  enough. If invade we must, I foresee we will need the resources of at 
  least five Clans in order to be successful.”
  Interesting, Cassius thought, drumming his fingers atop the arm 
  of his chair. Perhaps we are more alike than I first thought, Warden.
  Another round of debates touched off, which culminated in 
  the Falcon and Coyote khans arguing like usual. Cassius tuned 
  them out; he had heard it all before and would doubtless hear it 
  again before the kurultai adjourned. All the while, he kept watch on 
  Ulric Kerensky, who had remained unusually silent throughout the 
  proceedings thus far. The entire Warden movement seemed to pivot 
  around the influential Wolf, yet he had not acted the same since the 
  Crusaders recently defeated him in his long-odds Trial of Refusal 
  over the invasion vote. Silent and stoic, Kerensky had to be plotting 
  something; that much Cassius was certain. But what?
  “Three Clans, then,” newly elected Smoke Jaguar Khan Lincoln 
  Osis countered, without waiting for official recognition by the 
  ilKhan. “The assets of three Clans should be sufficient to reach Terra 
  and restore the Star League.”
  Steel Viper Khan Natalie Breen shot to her feet. “Neg. The 
  Wardens have the right of it this time. Five Clans must go.”
  Cassius knew Breen—neither Warden nor Crusader—only 
  felt this way to pave her own Clan’s path to the Inner Sphere. The 
  more Clans chosen, the higher chance the Vipers would have to 
  be included in the invasion force. Breen had the right attitude, he 
  decided, but her motives were not as pure as his own.
  “Clan Burrock bids that four Clans must represent Kerensky’s legacy,” 
  said Jocelyn Siddiq, a khan currently subscribing to the Crusader camp.
  Karianna Schmitt from Clan Blood Spirit jolted to her feet and 
  stared daggers at the Burrock khan. “What I believe Khan Siddiq 
  means to say is the Burrocks do not believe enough in their own 
  strength and, should they gain a place in this invasion—via perfidy, 
  most likely—they must rely on the might of three other Clans to 
  remind them that they are the Burrocks’ betters. Khan Siddiq’s Clan 
  does not embrace the Founder’s vision of self-sufficiency. Clan 
  Blood Spirit bids for three Clans to participate in the invasion.”
  A CALL FOR UNITY ......................
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  2
  “Three is not nearly enough,” replied Snow Raven Khan Lynn 
  McKenna, who was a Warden when the movement’s politics suited 
  her goals. “If we must continue with this charade, I call to reinstate 
  the Coyote bid at five Clans.”
  The Hall of Khans once more devolved into argument. The Nova 
  Cat khan Severen Leroux shouted at Jaguar saKhan Sarah Weaver. 
  Hell’s Horses Khan Malavai Fletcher and Ghost Bear Khan Karl 
  Bourjon nearly had each other by the throat. The Goliath Scorpions, 
  the Cloud Cobras, and even the Diamond Sharks all added their 
  voices to the din.
  Only Cassuis—and his saKhan, at his silent urging—remained 
  quiet.
  Children, he thought. All of them. They cannot see past their own 
  noses, and the Unity is all the poorer for it.
  Once he could no longer pick out individual words from the 
  noise, Cassius decreed he had finally heard enough. Unlike the 
  other khans who all spoke without the ilKhan’s leave, he pressed a 
  button on his seat’s console and petitioned for the official right to 
  be heard.
  Showers raised his fist and cut through the dissonance with a 
  resounding war cry that startled even Cassius with its volume and 
  abruptness. The kurultai became a tomb as all eyes focused on the 
  ilKhan’s ferocity.
  “The Grand Kurultai formally recognizes Khan Cassius N’Buta of 
  Clan Star Adder,” Showers said.
  Cassius cleared his throat politely and smoothed the front of his 
  plain, unadorned uniform as he rose amid the deafening silence. 
  He did not smile beneath his black onyx mask. He did not frown. 
  Instead he faced his peers with honesty. Upon his hesitation, saKhan 
  Paik offered him a subtle nod of encouragement.
  “Trothkin,” he began, sweeping his gaze across the khans of all 
  sixteen other Clans, “this is a momentous time in our history. Not 
  since the days when we descended upon the Pentagon worlds to 
  right the wrongs visited upon them have we contemplated such a 
  monumental military undertaking such as this. I argue not about 
  returning to the cradle of humanity and extinguishing the flames of 
  war with the light of our purity, as the Great Father once wrote. Instead, 
  I argue that we do ourselves a gross disservice by dividing our assets 
  piecemeal. In the ancient days of Terran warfare, armies consisted of 
  many different troop types—footmen, archers, halberdiers, cavalry… 
  To underutilize one troop type was to court disaster. In this invasion, 
  we will need all of our troops if we are to succeed.
  “Nova Cats,” he said, pointing to Khans Leroux and Carns, “you are 
  our archers, capable of efficiently dispatching foes before they can 
  close.” He gestured to Falcon Khans Yvonne Hazen and Elias Crichell. 
  “Falcons, you are our light horse; Jaguars, you are our heavy horse. 
  The Ice Hellions are our skirmishers, the Coyotes our heavy armor, 
  the Hell’s Horses, our light armor, the Ravens our siege engines, the 
  Cloud Cobras our scouts and observation towers. The Burrocks will 
  be our spies; the Ghost Bears, our shield wall; the Fire Mandrills, our 
  demoralizers. The Diamond Sharks will bring diplomacy during the 
  day, while the Goliath Scorpions become our nocturnal assassins. 
  The Steel Vipers will give us vision; the Blood Spirits, our morale; the 
  Wolves, our conscience.
  “My fellow khans,” Cassius said, “if we are to have any hope 
  of achieving our goal, we will need all of us, working together in 
  solidarity. To confront the corruption of the Inner Sphere with only 
  three or four facets of our total strength, as the rest of you advocate, 
  is to embrace madness and invite our own eventual destruction. 
  To go to war with only archers and footmen and leave behind our 
  cavalry and siege engines is utmost folly. We must face this threat 
  together, with one mind, as the Founder’s Unity intended.”
  Silence reigned for a few more moments. Then Diamond Shark 
  Khan Ian Hawker said, “It seems in your call for Unity, N’Buta, you 
  have left out your own Clan.”
  The Hall of Khans exploded into laughter. From all sides, the 
  wall of derision struck Cassius like a Gauss rifle slug right through 
  his midsection. He glared wordlessly out at the assembly, fixating 
  his gaze on each khan in turn. Besides saKhan Paik, of the entire 
  Grand Council, he saw only Ulric Kerensky had maintained his stoic 
  composure. Did Kerensky see wisdom in his plan, or did he have 
  something else in mind?
  “My Clan…” Cassius began. His voice faltered. He had envisioned 
  Clan Star Adder taking up a leadership role in the invasion. After 
  all, with so many different kinds of troops, an army still needed a 
  guiding hand to ensure the war machine’s many, disparate cogs 
  performed their proper functions. The ilKhan could not do this 
  alone, and Cassius wanted to position his Clan to be of service in 
  administering the invasion.
  Ian Hawker turned away, a smirk plastering his face. “Four Clans,” 
  he said, raising his hand toward the ilKhan.
  Cassius sank back into his seat without another word. Something 
  died within him. At that moment, drinking in the laughter and the 
  bickering, he believed he would never see the Inner Sphere.
  Right then, the ilKhan called the assembly to silence once more. 
  “The Grand Kurultai formally recognizes Khan Ulric Kerensky of Clan 
  Wolf,” Showers said.
  Kerensky rose with fire in his eyes. As he did so, Cassius swore he 
  saw Ulric direct the smallest of nods his way. “Four Clans,” announced 
  the Wolf Khan. “And… a fifth Clan to act as a mobile reserve, to be 
  activated at the ilKhan’s order.”
  “Aff, four Clans and a reserve Clan,” Tchernovkov declared.
  “Four Clans and a reserve,” echoed Crichell.
  “Bargained well and done,” the ilKhan announced. “The motion 
  has been seconded. All in favor, vote aff.”
  Kerensky sat down as the votes were tallied. Cassius had to hand 
  it to him. Without Ulric’s compromise, the Crusaders would likely 
  have had their way and prosecuted an invasion with as few Clans 
  as their pride would let them get away with. At least five Clans—
  reserve status notwithstanding—would be better than four. But it 
  would not be enough. It would not be nearly enough.
  Cassius sat back and observed the planning of Operation 
  REVIVAL. In lieu of participating in the invasion, he would have to 
  make other plans, form political alliances the Star Adders had never 
  formed before.
  While all of you are off forsaking the Unity in the Inner Sphere, he 
  thought, we shall remain here to watch you fall. And fall you shall. We 
  will make certain of that.
  A CALL FOR UNITY ......................
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  3
  W
  elcome to the next installment in the series of Operational Turning 
  Points campaign books, designed to give players the opportunity 
  to fight in a landmark series of combat trials that determined 
  which Clans would carry the torch of Kerensky’s legacy back to the Inner 
  Sphere. Operational Turning Points: REVIVAL Placement Trials allows players 
  different options surrounding the Placement Trials, including individual 
  player campaigns, guidelines for running a multiple-player tournament, 
  and two mini-campaigns that bookend the trials themselves.
  The general information contained in the Atlas and Combatants 
  sections gives players the tools needed to fight in these engagements, 
  while the Tracks section details pivotal battles of the campaign. 
  The Tracks sections can also be used with stand-alone games set in 
  3048–3050.
  The Atlas section presents a global overview followed by some quick 
  facts about the planets visited during the Placement Trials and the mini-
  campaigns. Included in this section you will find terrain tables broken 
  into various categories. These tables can be used as a random chart to 
  determine the maps used in the tracks, or simply as a guide to give you 
  ideas of the types of terrain found on the world. This section also contains 
  a list of various additional terrain types, environment and other rules that 
  can be used to enhance your game experience. All players should agree 
  whether or not to use any or all of these features before play begins.
  The Tactical Guide section provides flavor for each Clan involved and 
  lists notable personalities that players may choose to incorporate into 
  their games. (Further information for some of the selected personalities 
  may be found in Field Manual: Crusader Clans, Field Manual: Warden Clans, 
  and Era Report: 3052.)
  The Combatants section gives details of the units who participated 
  in the Placement Trials, Clan Wolf’s Trial of Refusal, and the Hellions’ Fury 
  campaign and can be used by players who wish to add authenticity to 
  their game. This allows the players to pursue the mini-campaign tracks 
  with different forces as they wish. For the mini-campaigns, the rough 
  ratio of forces on each side is provided as a guideline. Players should feel 
  free to balance the forces in these tracks as they see fit, whether by battle 
  value, tonnage, total number of ’Mechs, or whatever else suits them.
  The Placement Trials Tournament Rules section provides guidelines 
  for running the trials as a multi-player tournament with up to 14 
  participating players.
  The Tracks section is broken into three different sections. The Placement 
  Trials section includes tracks for use in either a solo or tournament version 
  of playing through the Placement Trials. The next two sections are mini-
  campaigns that bookend the Placement Trials: Clan Wolf Trial of Refusal 
  and the Hellions’ Fury campaign. A general guideline for how to begin 
  fighting the Placement Trials or the historical mini-campaigns is included 
  in How to Use the Campaign. The Touchpoint tracks cover several key 
  battles that occurred during the mini-campaigns, though they are not the 
  only ones. Players wishing to incorporate these mini-campaign tracks into 
  a Chaos Campaign should use the Warchest Points (WP) or Support Points 
  (SP) listed in the brackets. Optional points are awarded only if the group 
  achieves at least one Objective while using the listed option. Objective 
  points are cumulative as they are achieved, unless otherwise noted.
  The Annex section contains the Placement Trials Player Sheet, 
  which an individual player can use to track their progress through the 
  Placement Trials.
  INTRODUCTION ...........................
  Project Development: Ben H. Rome
  Writing: Philip A. Lee
  Production Staff
  Cover Design: Ray Arrastia
  Layout: Kara Hamilton
  Map and Record Sheets: Ray Arrastia
  Factchecking/Playtesting: Roy Carl, Brent Ezell, Jason Paulley, Luke 
  Robertson, Eric Salzman, Elliotte C. Want, Matt Wilsbacher
  Special Thanks: I love all of Nicholas’s Clans—be they great or small, 
  loveable or unlovable, dead or alive—and for this reason, I’ve always 
  believed this particular period in their history has always held a vast 
  wealth of potential. Outside of Operation KLONDIKE, the Placement 
  Trials for Operation REVIVAL is perhaps the only time in Clan history 
  that a multi-Clan endeavor of this scale has taken place (at least, that 
  we know of…). To be given the chance to document this event is a 
  great honor. My thanks go to: the fans who vocally rally behind their 
  favorite Clan(s); Ben, for voting aff on the “go vote” for this project; 
  Herb, for advice and for not declaring a Trial of Refusal on the idea; 
  Paul, for rules and suggestions; and as always to my Significant Other, 
  Carrie, for her continuing support.
  For more information about the Placement Trials, please see Wolf Clan 
  Sourcebook, Jade Falcon Sourcebook, Invading Clans, Field Manual: Warden 
  Clans, Field Manual: Crusader Clans, and The Clans: Warriors of Kerensky. For 
  those interested in continuing a campaign beyond the Placement Trials 
  and playing on through the Clan invasion, please see Era Report: 3052.
  CREDITS .....................................
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  ©2014 The Topps Company Inc. All rights Reserved. Historical Operations Turning Points: REVIVAL trials,  
  Classic BattleTech, BattleTech, BattleMech, ’Mech, and WK Games are registered trademarks and/or trademarks  
  of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the  
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
  ®
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  4
  STRANA MECHTY
  Star Type (Recharge Time): G3VI (184 hours)
  Position in System: 4 (of 7)
  Time to Jump Point: 8.53 days
  Number of Satellites: 2
  Surface Gravity: 1.1
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 25º C
  Surface Water: 70 percent
  Highest Native Life: Mammals
  Population (3048): 130,000,000
  First discovered in 2792, Strana Mechty was the most 
  promising system in the Kerensky Cluster. Aleksandr Kerensky’s 
  wife Katyusha named the Terra-like planet, which means “Land 
  of Dreams” in Kerensky’s native Russian. The system was not 
  colonized until 2795, and by the outbreak of the Pentagon Civil 
  War in 2801, Strana Mechty became a thriving colony world 
  capable of sustaining several adapted Terran species which 
  would become Clan totems. This stability led Nicholas Kerensky 
  to choose this world as the destination for the Second Exodus 
  and the eventual capital of his Clans.
  Strana Mechty is home to four major continents, the 
  land of which are evenly distributed between all seventeen 
  Clans. McKenna straddles the equator and consists mostly of 
  tropical jungles and rainforests. Cameron, along the southern 
  hemisphere, is icy, mineral poor, and as a result has a sparse 
  population. The desolation is well-suited for combat trials, and 
  consequently many important trials, such as the Operation 
  REVIVAL Placement Trials, were waged here. Kerensky Prime, 
  one of the two temperate landmasses, also hosts several neutral 
  proving grounds used to settle inter-Clan disputes.
  The main attraction on Strana Mechty is the continent of 
  Novy Terra, where Katyusha, the Clans’ capital city is located. 
  Aside from quarters for each of the five castes of Clan society, 
  Katyusha features the master genetic repository, the Hall of 
  Khans, and the sprawling park of Svoboda Zemyla, which 
  incorporates Clan Cloud Cobra’s largest Honorarium.
  Notable features in Strana Mechty space include the 
  geostationary McKenna’s Pride, the flagship of both Kerenskys 
  and the site of Aleksandr’s tomb; Prinz Eugen, the Clans’ prison 
  ship at the outer reaches of the system; and Unity Station, a 
  recharge station located at the system’s zenith jump point.
  MARSHALL 
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 3 (of 3)
  Time to Jump Point: 16.10 days
  Number of Satellites: 2
  Surface Gravity: 1.1
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 30º C
  Surface Water: 50 percent
  Highest Native Life: Reptiles
  Population (3050): 16,700,000
  ATLAS ........................................
  TERRAIN TABLES
  MARS FIELD PROVING GROUND (KERENSKY PRIME)
  Terrain: Ultra-Heavy Woods modification (see p. 40, TO).
  Weather: Weather Table 3: Rain (see p. 69, TO).
  STRANA MECHTY
  Result
  Map
  1
  Open Terrain #1 (MS5, MSC1)
  2
  Open Terrain #2 (BT, MS5, MSC1)
  3
  Desert Hills (MS2, MSC1)
  4
  CityTech* (MS2, MSC1)
  5
  Rolling Hills #2 (MS3, MSC1)
  6
  Scattered Woods (MS2, MSC1)
  *Treat Paved hexes as Clear terrain.
  WODEN’S VALE PROVING GROUND (KERENSKY PRIME)
  Terrain: Rapids modification (see p. 50, TO).
  Weather: Weather Table 1: Light (see p. 69, TO).
  STRANA MECHTY
  Result
  Map
  1
  Scattered Woods (MS2, MSC1)
  2
  Woodland (MS6, MSC2)
  3
  River Valley (MS2, MSC1, HPLR)
  4
  Desert Mountain #2 (MS3, MSC1)
  5
  Open Terrain #2 (BT, MS5, MSC1)
  6
  Mountain Lake (MS2, MSC1)
  TYR LOWLANDS PROVING GROUND (KERENSKY PRIME)
  Terrain: Swamp modification on Water hexes (see p. 51, TO).
  Weather: Weather Table 2: Wind (see p. 69, TO).
  STRANA MECHTY
  Result
  Map
  1
  River Delta/Drainage Basin #1 (MS4, MSC1)
  2
  River Delta/Drainage Basin #2 (MS4, MSC1)
  3
  Scattered Woods (MS2, MSC1)
  4
  Rolling Hills #1 (MS3, MSC1)
  5
  Open Terrain #1 (MS5, MSC1)
  6
  Lake Area (BT, MS2, MSC1)
  BLOODY BASIN (CAMERON)
  Terrain: Sand modification (see p. 39, TO).
  Weather: Extreme Temperatures: –40C (see p. 62, TO).
  STRANA MECHTY
  Result
  Map
  1
  Rolling Hills #1* (MS3, MSC1)
  2
  Desert Hills (MS2, MSC1)
  3
  Desert Sinkhole #1 (MS3, MSC1)
  4
  Desert Sinkhole #2 (MS3, MSC1)
  5
  Desert Mountain #1 (MS3, MSC1)
  6
  Desert Mountain #2 (MS3, MSC1)
  *Treat all Woods hexes as Clear terrain.
  COLDRILL VALLEY (CAMERON)
  Terrain: Ice modification (see p. 50, TO).
  Weather: Weather Table 4: Snow (see p. 69, TO).
  STRANA MECHTY
  Result
  Map
  1
  Lake Area (BT, MS2, MSC1)
  2
  River Valley (MS2, MSC1, HPLR)
  3
  Scattered Woods (MS2, MSC1)
  4
  River Delta/Drainage Basin #2 (MS4, MSC1)
  5
  BattleForce* (MS6, MSC2)
  6
  Open Terrain #1 (MS5, MSC1)
  *Treat Paved hexes as Clear terrain.
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  5
  ATLAS ........................................
  FOSTER 
  Star Type (Recharge Time): M7V (208 hours)
  Position in System: 1 (of 2)
  Time to Jump Point: 2.22 days
  Number of Satellites: 1
  Surface Gravity: 1.0
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 25º C
  Surface Water: 50 percent
  Highest Native Life: Amphibians
  Population (3050): 10,300,000
  HOMER 
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 2 (of 3)
  Time to Jump Point: 6.19 days
  Number of Satellites: 0
  Surface Gravity: 1.4
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 30º C
  Surface Water: 30 percent
  Highest Native Life: Amphibians
  Population (3050): 31,700,000
  HOARD
  Star Type (Recharge Time): A2V (163 hours)
  Position in System: 2 (of 5)
  Time to Jump Point: 43.02 days
  Number of Satellites: 0
  Surface Gravity: 0.8
  Atm. Pressure: Standard (Toxic)
  Equatorial Temperature: 15º C
  Surface Water: 50 percent
  Highest Native Life: Plants
  Population (3050): 6,000,000
  LONDERHOLM
  Star Type (Recharge Time): K7V (198 hours)
  Position in System: 2 (of 8)
  Time to Jump Point: 3.70 days
  Number of Satellites: 0
  Surface Gravity: 1.5
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 30º C
  Surface Water: 70 percent
  Highest Native Life: Birds
  Population (3050): 7,200,000
  NOTE: MAY USE DEEP SNOW MODIFICATION (SEE P. 41 TO).
  HOMER
  Result
  Map
  1
  Desert Hills (MS2, MSC1)
  2
  Desert Mountain #2 (MS3, MSC1)
  3
  Desert Sinkhole #1 (MS3, MSC1)
  4
  Scattered Woods* (MS2, MSC1)
  5
  Rolling Hills #1 (MS3, MSC1)
  6
  BattleTech* (BT, MS2, MSC1)
  *Treat all Water hexes as Clear terrain.
  NOTE: MAY USE DEEP SNOW MODIFICATION (SEE P. 41 TO).
  MARSHALL
  Result
  Map
  1
  Scattered Woods (MS2, MSC1)
  2
  Open Terrain #1 (BT, MS5, MSC1)
  3
  Open Terrain #2 (BT, MS5, MSC1)
  4
  Desert Sinkhole #1 (MS3, MSC1)
  5
  Desert Mountain #2 (MS3, MSC1)
  6
  Rolling Hills #1 (MS3, MSC1)
  FOSTER
  Result
  Map
  1
  Rolling Hills #2 (MS3, MSC1)
  2
  Lake Area (BT, MS2, MSC1)
  3
  Wide River (BT, MS6, MSC2)
  4
  River Valley (MS2, MSC1, HPLR)
  5
  River Delta/Drainage Basin #1 (MS4, MSC1)
  6
  River Delta/Drainage Basin #2 (MS4, MSC1)
  NOTE: MAY USE THIN SNOW MODIFICATION (SEE P. 52, TO).
  HOARD
  Result
  Map
  1
  Desert Sinkhole #2 (MS3, MSC1)
  2
  Moonscape #1 (MS5, MSC1)
  3
  Large Lakes #2* (MS4, MSC1, HPLR)
  4
  Desert Mountain #2 (MS3, MSC1)
  5
  Desert Hills (MS2, MSC1)
  6
  Archipelago #1* (MS7)
  *Treat all Water hexes as Ice (frozen solid). See p. 50, TO.
  TERRAIN TABLES
  LONDERHOLM
  Result
  Map
  1
  City Ruins (MS2, MSC1)
  2
  Woodland (MS6, MSC2)
  3
  Coast #2 (MS7)
  4
  CityTech (MS2, MSC1)
  5
  River Delta/Drainage Basin #1 (MS4, MSC1)
  6
  City (Suburbs)* (MS6, MSC2, HPCR)
  *Treat all Building hexes as Rubble terrain.
  
  Albion
  Circe
  Ironhold
  New Kent
  Shadow
  Vinton
  York
  Atreus
  Lum
  Marshall
  Paxon
  Priori
  Tranquil
  Eden
  Arcadia
  Babylon
  Barcella
  Bearclaw
  Brim
  Dagda
  Delios
  Foster
  Gatekeeper
  Glory
  Grant’s Station
  Hector
  Hellgate
  Hoard
  Homer
  Huntress
  Kirin
  Londerholm
  Niles
  Roche
  Sheridan
  Strana Mechty
  Strato Domingo
  Tamaron
  Tathis
  Tiber
  Tokasha
  Deep Periphery
  Clan Homeworlds (3050)
  Albion
  Circe
  Ironhold
  New Kent
  Shadow
  Vinton
  York
  Atreus
  Lum
  Marshall
  Paxon
  Priori
  Tranquil
  Tanis
  Eden
  Arcadia
  Babylon
  Barcella
  Bearclaw
  Brim
  Dagda
  Delios
  Foster
  Gatekeeper
  Glory
  Grant’s Station
  Hector
  Hellgate
  Hoard
  Homer
  Huntress
  Kirin
  Londerholm
  Niles
  Roche
  Sheridan
  Strana Mechty
  Strato Domingo
  Tamaron
  Tathis
  Tiber
  Tokasha
  Pentagon Worlds
  Kerensky
  Cluster
  Trinity
  Cambridge Perimeter
  Defense Station
  Santiago IV
  Transfer Station J239H2
  St-Jean
  Wolf Orbital 82
  Transfer Station P3
  Transfer Station P9
  Harris
  Wark
  Kinbrace
  Ramsey
  Trelleborg
  Gwithian
  Salonika
  Ctesiphon
  Transfer Facility 4
  Suda Bay
  Ghent
  Nouveaux Paris
  Bazaar
  Attenbrooks
  Columbus
  Hanseatic
  League
  Nueva
  Castile
  Chainelane
  Isles
  Járnfolk
  Bandit 
  Kingdoms
  Pentagon Worlds
  Clan
  Homeworlds
  Exodu
  s Ro
  ad
  Operation Revival Route
  Veil of the Protector (Caliban Nebula)
  0
  10
  20
  30
  40 50 lightyears
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Nation Capital
  Hellions’ Fury Attack
  0
  100
  200
  300 400 lightyears
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  7
  LIGHT BATTLEMECHS / OMNIMECHS
  2D6
  Blood Spirit
  Burrock
  Cloud Cobra
  Coyote
  Diamond Shark
  Fire Mandrill
  2
  Incubus [30]
  Howler [20]
  Arctic Cheetah [30]
  Arctic Cheetah [30]
  Fire Moth [20]
  Kit Fox [30]
  3
  Mist Lynx [25]
  Adder [35]
  Adder [35]
  Adder [35]
  Adder [35]
  Mist Lynx [25]
  4
  Incubus [30]
  Mist Lynx [25]
  Adder [35]
  Fire Moth [20]
  Adder [35]
  Adder [35]
  5
  Kit Fox [30]
  Kit Fox [30]
  Adder [35]
  Mist Lynx [25]
  Arctic Cheetah [30]
  Kit Fox [30]
  6
  Adder [35]
  Arctic Cheetah [30]
  Fire Moth [20]
  Adder [35]
  Adder [35]
  Mist Lynx [25]
  7
  Kit Fox [30]
  Mist Lynx [25]
  Kit Fox [30]
  Adder [35]
  Adder [35]
  Mist Lynx [25]
  8
  Mist Lynx [25]
  Adder [35]
  Adder [35]
  Fire Moth [20]
  Mist Lynx [25]
  Kit Fox [30]
  9
  Adder [35]
  Fire Moth [20]
  Kit Fox [30]
  Adder [35]
  Mist Lynx [25]
  Mist Lynx [25]
  10
  Arctic Cheetah [30]
  Horned Owl 2 [35]
  Mist Lynx [25]
  Mist Lynx [25]
  Arctic Cheetah [30]
  Adder [35]
  11
  Horned Owl [35]
  Incubus [30]
  Mist Lynx [25]
  Fire Moth [20]
  Fire Moth [20]
  Mist Lynx [25]
  12
  Locust IIC [25]
  Locust IIC [25]
  Fire Moth [20]
  Fire Moth [20]
  Adder [35]
  Mist Lynx [25]
  2D6
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses
  Ice Hellion
  Jade Falcon
  Nova Cat
  2
  Horned Owl [35]
  Horned Owl [35]
  Fire Moth [20]
  Fire Moth [20]
  Incubus [30]
  Mist Lynx [25]
  3
  Mist Lynx [25]
  Fire Moth [20]
  Fire Moth [20]
  Mist Lynx [25]
  Mist Lynx [25]
  Kit Fox [30]
  4
  Kit Fox [30]
  Kit Fox [30]
  Mist Lynx [25]
  Kit Fox [30]
  Fire Moth [20]
  Arctic Cheetah [30]
  5
  Adder [35]
  Jenner IIC [35]
  Mist Lynx [25]
  Mist Lynx [25]
  Adder [35]
  Fire Moth [20]
  6
  Fire Moth [20]
  Fire Moth [20]
  Arctic Cheetah [30]
  Arctic Cheetah [30]
  Kit Fox [30]
  Arctic Cheetah [30]
  7
  Fire Moth [20]
  Fire Moth [20]
  Kit Fox [30]
  Mist Lynx [25]
  Kit Fox [30]
  Adder [35]
  8
  Fire Moth [20]
  Adder [35]
  Kit Fox [30]
  Adder [35]
  Adder [35]
  Kit Fox [30]
  9
  Adder [35]
  Arctic Cheetah [30]
  Adder [35]
  Fire Moth [20]
  Mist Lynx [25]
  Adder [35]
  10
  Adder [35]
  Mist Lynx [25]
  Adder [35]
  Mist Lynx [25]
  Fire Moth [20]
  Arctic Cheetah [30]
  11
  Kit Fox [30]
  Incubus [30]
  Fire Moth [20]
  Kit Fox [30]
  Howler [20]
  Mist Lynx [25]
  12
  Mist Lynx [25]
  Horned Owl [35]
  Fire Moth [20]
  Arctic Cheetah [30]
  Locust IIC 2 [25]
  Kit Fox [30]
  2D6
  Smoke Jaguar
  Snow Raven
  Star Adder
  Steel Viper
  Wolf
  2
  Arctic Cheetah [30]
  Fire Moth [20]
  Kit Fox [30]
  Fire Moth [20]
  Locust IIC [25]
  3
  Locust IIC 3 [25]
  Fire Moth [20]
  Mist Lynx [25]
  Mist Lynx [25]
  Kit Fox [30]
  4
  Adder [35]
  Adder [35]
  Kit Fox [30]
  Arctic Cheetah [30]
  Mist Lynx [25]
  5
  Mist Lynx [25]
  Adder [35]
  Fire Moth [20]
  Adder [35]
  Mist Lynx [25]
  6
  Fire Moth [20]
  Fire Moth [20]
  Adder [35]
  Kit Fox [30]
  Adder [35]
  7
  Mist Lynx [25]
  Kit Fox [30]
  Mist Lynx [25]
  Fire Moth [20]
  Adder [35]
  8
  Mist Lynx [25]
  Kit Fox [30]
  Adder [35]
  Arctic Cheetah [30]
  Adder [35]
  9
  Arctic Cheetah [30]
  Kit Fox [30]
  Fire Moth [20]
  Arctic Cheetah [30]
  Mist Lynx [25]
  10
  Mist Lynx [25]
  Mist Lynx [25]
  Arctic Cheetah [30]
  Mist Lynx [25]
  Kit Fox [30]
  11
  Adder [35]
  Mist Lynx [25]
  Fire Moth [20]
  Kit Fox [30]
  Fire Moth [20]
  12
  Horned Owl 2 [35]
  Mist Lynx [25]
  Arctic Cheetah [30]
  Adder [35]
  Locust IIC [25]
  RANDOM ASSIGNMENT TABLE .....
  RANDOM ASSIGNMENT TABLE: OPERATION REVIVAL PLACEMENT TRIALS, 3048
  The Random Assignment Tables are meant to be used by players wishing to determine their forces randomly, or help them determine 
  the likely equipment used by each side during the campaign. Players are not required to use these tables, especially when using player-
  group units. To randomly assign pilot quality, see the appropriate tables in Total Warfare (see p. 273, TW).
  Some results have two units listed. Consult the table header and use the appropriate unit for the faction listed. [Example: Nathan is 
  rolling a Light ‘Mech for his mercenary Lance. His roll results in a 4. Consulting the table, he notes that there are two ‘Mechs listed, a HTN-171 
  Hornet and a LCT-3M Locust. Because he is rolling for a mercenary force, he uses the Locust result, as “Mercenary” is to the right of the slash in the 
  table heading. If he had been rolling for a Dragoons force, he would instead use the Hornet result.]
  LIGHT BATTLEMECHS  
  (SECOND LINE)
  2D6
  Cloud Cobra
  Fire Mandrill
  Hell’s Horses
  Smoke Jaguar
  2
  HSR-200-D Hussar [30]
  MCY-97 Mercury [20]
  THE-N Thorn [20]
  Locust IIC [25]
  3
  Horned Owl 2 [35]
  HER-1S Hermes [30]
  Howler [20]
  HSR-200-D Hussar [30]
  4
  Horned Owl [35]
  Locust IIC [25]
  Locust IIC [25]
  Incubus [30]
  5
  Jenner IIC [30]
  Howler [20]
  Locust IIC [25]
  Jenner IIC [30]
  6
  Locust IIC [25]
  Jenner IIC [30]
  MCY-97 Mercury [20]
  Horned Owl 2 [35]
  7
  Incubus [30]
  Mandrill [30]
  Locust IIC [25]
  Jenner IIC [30]
  8
  Incubus 2 [30]
  HSR-200-D Hussar [30]
  Jenner IIC [30]
  Jenner IIC [30]
  9
  Jenner IIC 3 [30]
  Locust IIC [25]
  Jenner IIC [30]
  Horned Owl [35]
  10
  Locust IIC [25]
  Mandrill [30]
  Incubus [30]
  Locust IIC [25]
  11
  MON-66 Mongoose [25]
  Howler [20]
  HER-1S Hermes [30]
  Horned Owl [35]
  12
  Howler [20]
  Locust IIC [25]
  Horned Owl [35]
  Incubus [30]
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  8
  MEDIUM BATTLEMECHS / OMNIMECHS
  2D6
  Blood Spirit
  Burrock
  Cloud Cobra
  Coyote
  Diamond Shark
  Fire Mandrill
  2
  Conjurer [50]
  Wyvern IIC [45]
  Shadow Cat [45]
  Viper [40]
  Hunchback IIC [50]
  Stormcrow [55]
  3
  Conjurer [50]
  Battle Cobra [40]
  Stormcrow [55]
  Stormcrow [55]
  Nova [50]
  Hunchback IIC [50]
  4
  Battle Cobra [40]
  Nova [50]
  Shadow Cat [45]
  Viper [40]
  Ice Ferret [45]
  Shadow Cat [45]
  5
  Stormcrow [55]
  Viper [40]
  Viper [40]
  Viper [40]
  Shadow Cat [45]
  Nova [50]
  6
  Nova [50]
  Stormcrow [55]
  Stormcrow [55]
  Stormcrow [55]
  Stormcrow [55]
  Stormcrow [55]
  7
  Stooping Hawk [55]
  Hunchback IIC [50]
  Battle Cobra [40]
  Stormcrow [55]
  Shadow Cat [45]
  Nova [50]
  8
  Nova [50]
  Viper [40]
  Viper [40]
  Stormcrow [55]
  Nova [50]
  Nova [50]
  9
  Stormcrow [55]
  Shadow Cat [45]
  Nova [50]
  Nova [50]
  Shadow Cat [45]
  Shadow Cat [45]
  10
  Griffin IIC [40]
  Stormcrow [55]
  Nova [50]
  Ice Ferret [45]
  Nova [50]
  Stormcrow [55]
  11
  Battle Cobra [40]
  Ice Ferret [45]
  Viper [40]
  Nova [50]
  Shadow Cat [45]
  Nova [50]
  12
  Hunchback IIC [50]
  Wyvern IIC [45]
  Viper [40]
  Shadow Cat [45]
  Ice Ferret [45]
  Shadow Cat [45]
  2D6
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses
  Ice Hellion
  Jade Falcon
  Nova Cat
  2
  Griffin IIC [40]
  Battle Cobra [40]
  Ice Ferret [45]
  Viper [40]
  Shadow Cat [45]
  Hunchback IIC [50]
  3
  Stormcrow [55]
  Ice Ferret [45]
  Stormcrow [55]
  Ice Ferret [45]
  Nova [50]
  Nova [50]
  4
  Stooping Hawk [55]
  Nova [50]
  Ice Ferret [45]
  Viper [40]
  Ice Ferret [45]
  Ice Ferret [45]
  5
  Nova [50]
  Stormcrow [55]
  Viper [40]
  Viper [40]
  Viper [40]
  Shadow Cat [45]
  6
  Viper [40]
  Vapor Eagle [55]
  Viper [40]
  Shadow Cat [45]
  Viper [40]
  Stormcrow [55]
  7
  Viper [40]
  Viper [40]
  Nova [50]
  Stormcrow [55]
  Stormcrow [55]
  Shadow Cat [45]
  8
  Viper [40]
  Viper [40]
  Stormcrow [55]
  Shadow Cat [45]
  Stormcrow [55]
  Nova [50]
  9
  Nova [50]
  Battle Cobra [40]
  Nova [50]
  Ice Ferret [45]
  Nova [50]
  Shadow Cat [45]
  10
  Stormcrow [55]
  Nova [50]
  Stormcrow [55]
  Stormcrow [55]
  Ice Ferret [45]
  Ice Ferret [45]
  11
  Ice Ferret [45]
  Stormcrow [55]
  Stormcrow [55]
  Stormcrow [55]
  Shadowhawk IIC [45]
  Nova [50]
  12
  Shadow Hawk IIC 2 [45]
  Battle Cobra [40]
  Viper [40]
  Ice Ferret [45]
  Conjurer [50]
  Nova [50]
  2D6
  Smoke Jaguar
  Snow Raven
  Star Adder
  Steel Viper
  Wolf
  2
  Shadow Cat [45]
  Nova [50]
  Viper [40]
  Shadow Cat [45]
  Viper [40]
  3
  Nova [50]
  Viper [40]
  Nova [50]
  Shadow Cat [45]
  Viper [40]
  4
  Stormcrow [55]
  Ice Ferret [45]
  Nova [50]
  Nova [50]
  Stormcrow [55]
  5
  Viper [40]
  Viper [40]
  Viper [40]
  Viper [40]
  Nova [50]
  6
  Stormcrow [55]
  Nova [50]
  Shadow Cat [45
  Battle Cobra [40]
  Ice Ferret [45]
  7
  Stormcrow [55]
  Nova [50]
  Nova [50]
  Battle Cobra [40]
  Ice Ferret [45]
  8
  Stormcrow [55]
  Stormcrow [55]
  Stormcrow [55]
  Ice Ferret [45]
  Ice Ferret [45]
  9
  Nova [50]
  Shadow Cat [45]
  Shadow Cat [45
  Stormcrow [55]
  Nova [50]
  10
  Ice Ferret [45]
  Viper [40]
  Stormcrow [55]
  Nova [50]
  Viper [40]
  11
  Stormcrow [55]
  Ice Ferret [45]
  Nova [50]
  Shadow Cat [45]
  Stormcrow [55]
  12
  Shadow Cat [45]
  Viper [40]
  Viper [40]
  Ice Ferret [45]
  Hunchback IIC [50]
  RANDOM ASSIGNMENT TABLE .....
  MEDIUM BATTLEMECHS  
  (SECOND LINE)
  2D6
  Cloud Cobra
  Fire Mandrill
  Hell’s Horses
  Smoke Jaguar
  2
  CRB-27 Crab [50]
  Conjurer [50]
  Hunchback IIC [50]
  WVE-5N Wyvern [45]
  3
  Griffin IIC [40]
  Conjurer [50]
  STN-3L Sentinel [40]
  CRB-27 Crab [50]
  4
  Shadow Hawk IIC [45]
  WVE-5N Wyvern [45]
  Conjurer [50]
  Shadow Hawk IIC [45]
  5
  Vapor Eagle [55]
  STN-3L Sentinel [40]
  Shadow Hawk IIC [45]
  Conjurer [50]
  6
  Griffin IIC [40]
  Shadow Hawk IIC [45]
  Shadow Hawk IIC [45]
  Griffin IIC [40]
  7
  Great Wyrm [45]
  Griffin IIC [40]
  Shadow Hawk IIC [45]
  Shadow Hawk IIC [45]
  8
  Griffin IIC [40]
  Griffin IIC [40]
  KTO-19 Kintaro [55]
  Hunchback IIC [50]
  9
  Hunchback IIC [50]
  Shadow Hawk IIC [45]
  Griffin IIC [40]
  Wyvern IIC [45]
  10
  Vapor Eagle [55]
  Hunchback IIC [50]
  WVE-5N Wyvern [45]
  Hunchback IIC [50]
  11
  Great Wyrm [45]
  STN-3L Sentinel [40]
  Vapor Eagle [55]
  Shadow Hawk IIC [45]
  12
  Wyvern IIC [45]
  Vapor Eagle [55]
  Vapor Eagle [55]
  KTO-19 Kintaro [55]
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  9
  HEAVY BATTLEMECHS / OMNIMECHS
  2D6
  Blood Spirit
  Burrock
  Cloud Cobra
  Coyote
  Diamond Shark
  Fire Mandrill
  2
  Thresher [60]
  Glass Spider 2 [60]
  Thresher [60]
  Mad Dog [60]f
  Timber Wolf [75]
  Mad Dog [60]
  3
  Mad Dog [60]
  Summoner [70]
  Mad Dog [60]
  Mad Dog [60]
  Summoner [70]
  Summoner [70]
  4
  Crossbow [65]
  Hellbringer [65]
  Timber Wolf [75]
  Timber Wolf [75]
  Mad Dog [60]
  Summoner [70]
  5
  Timber Wolf [75]
  Mad Dog [60]
  Summoner [70]
  Summoner [70]
  Mad Dog [60]
  Mad Dog [60]
  6
  Summoner [70]
  Hellbringer [65]
  Mad Dog [60]
  Hellbringer [65]
  Summoner [70]
  Mad Dog [60]
  7
  Crossbow [65]
  Summoner [70]
  Mad Dog [60]
  Timber Wolf [75]
  Mad Dog [60]
  Mad Dog [60]
  8
  Crossbow [65]
  Crossbow [65]
  Summoner [70]
  Timber Wolf [75]
  Summoner [70]
  Summoner [70]
  9
  Grizzly [70]
  Timber Wolf [75]
  Timber Wolf [75]
  Summoner [70]
  Crossbow [65]
  Summoner [70]
  10
  Crossbow [65]
  Mad Dog [60]
  Hellbringer [65]
  Hellbringer [65]
  Mad Dog [60]
  Mad Dog [60]
  11
  Rifleman IIC [65]
  Grizzly [70]
  Summoner [70]
  Timber Wolf [75]
  Hellbringer [65]
  Mad Dog [60]
  12
  Grizzly [70]
  Thresher [60]
  Hellbringer [65]
  Hellbringer [65]
  Timber Wolf [75]
  Mad Dog [60]
  2D6
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses
  Ice Hellion
  Jade Falcon
  Nova Cat
  2
  Hellbringer [65]
  Timber Wolf [75]
  Hellbringer [65]
  Hellbringer [65]
  Summoner [70]
  Hellbringer [65]
  3
  Timber Wolf [75]
  Mad Dog [60]
  Summoner [70]
  Mad Dog [60]
  Timber Wolf [75]
  Mad Dog [60]
  4
  Mad Dog [60]
  Mad Dog [60]
  Summoner [70]
  Hellbringer [65]
  Hellbringer [65]
  Summoner [70]
  5
  Mad Dog [60]
  Glass Spider 2 [60]
  Hellbringer [65]
  Summoner [70]
  Summoner [70]
  Timber Wolf [75]
  6
  Summoner [70]
  Summoner [70]
  Hellbringer [65]
  Timber Wolf [75]
  Hellbringer [65]
  Timber Wolf [75
  7
  Mad Dog [60]
  Hellbringer [65]
  Mad Dog [60]
  Hellbringer [65]
  Summoner [70]
  Summoner [70]
  8
  Mad Dog [60]
  Summoner [70]
  Mad Dog [60]
  Summoner [70]
  Mad Dog [60]
  Timber Wolf [75]
  9
  Summoner [70]
  Timber Wolf [75]
  Timber Wolf [75]
  Hellbringer [65]
  Mad Dog [60]
  Mad Dog [60]
  10
  Hellbringer [65]
  Mad Dog [60]
  Timber Wolf [75]
  Mad Dog [60]
  Timber Wolf [75]
  Summoner [70]
  11
  Timber Wolf [75]
  Timber Wolf [75]
  Timber Wolf [75]
  Hellbringer [65]
  Hellbringer [65]
  Timber Wolf [75]
  12
  Grizzly [70]
  Summoner [70]
  Hellbringer [65]
  Mad Dog [60]
  Mad Dog [60]
  Mad Dog [60]
  2D6
  Smoke Jaguar
  Snow Raven
  Star Adder
  Steel Viper
  Wolf
  2
  Rifleman IIC 2 [65]
  Mad Dog [60]
  Mad Dog [60]
  Hellbringer [65]
  Hellbringer [65]
  3
  Hellbringer [65]
  Summoner [70]
  Summoner [70]
  Crossbow [65]
  Timber Wolf [75]
  4
  Mad Dog [60]
  Mad Dog [60]
  Mad Dog [60]
  Crossbow [65]
  Mad Dog [60]
  5
  Timber Wolf [75]
  Mad Dog [60]
  Guillotine IIC [70]
  Summoner [70]
  Timber Wolf [75]
  6
  Summoner [70]
  Timber Wolf [75]
  Timber Wolf [75]
  Hellbringer [65]
  Hellbringer [65]
  7
  Timber Wolf [75]
  Timber Wolf [75]
  Mad Dog [60]
  Crossbow [65]
  Timber Wolf [75]
  8
  Mad Dog [60]
  Mad Dog [60]
  Hellbringer [65]
  Mad Dog [60]
  Timber Wolf [75]
  9
  Hellbringer [65]
  Hellbringer [65]
  Summoner [70]
  Timber Wolf [75]
  Summoner [70]
  10
  Mad Dog [60]
  Hellbringer [65]
  Timber Wolf [75]
  Crossbow [65]
  Timber Wolf [75]
  11
  Mad Dog [60]
  Summoner [70]
  Mad Dog [60]
  Hellbringer [65]
  Hellbringer [65]
  12
  Summoner [70]
  Hellbringer [65]
  Mad Dog [60]
  Summoner [70]
  Glass Spider 2 [60]
  RANDOM ASSIGNMENT TABLE .....
  HEAVY BATTLEMECHS  
  (SECOND LINE)
  2D6
  Cloud Cobra
  Fire Mandrill
  Hell’s Horses
  Smoke Jaguar
  2
  Rifleman IIC [65]
  Guillotine IIC [70]
  GLT-3N Guillotine [70]
  CHP-1N Champion [60]
  3
  Guillotine IIC [70]
  BMB-12D Bombardier [65]
  Thresher [60]
  EXT-4D Exterminator [65]
  4
  FLS-8K Flashman [75]
  FLS-8K Flashman [75]
  CHP-1N Champion [60]
  Glass Spider [60]
  5
  Thresher [60]
  Thresher [60]
  Glass Spider [60]
  Guillotine IIC [70]
  6
  Glass Spider [60]
  Rifleman IIC [65]
  Grizzly [70]
  Guillotine IIC [70]
  7
  Rifleman IIC [65]
  Rifleman IIC [65]
  Rifleman IIC [65]
  Glass Spider [60]
  8
  Thresher [60]
  LNC25-01 Lancelot [60]
  GLT-3N Guillotine [70]
  FLS-8K Flashman [75]
  9
  Guillotine IIC [70]
  LNC25-01 Lancelot [60]
  Rifleman IIC [65]
  Grizzly [70]
  10
  Glass Spider [60]
  EXT-4D Exterminator [65]
  Thresher [60]
  Rifleman IIC [65]
  11
  Grizzly [70]
  Rifleman IIC [65]
  Guillotine IIC [70]
  Thresher [60]
  12
  LNC25-01 Lancelot [60]
  Thresher [60]
  Guillotine IIC [70]
  GLT-3N Guillotine [70]
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  10
  ASSAULT BATTLEMECHS / OMNIMECHS
  2D6
  Blood Spirit
  Burrock
  Cloud Cobra
  Coyote
  Diamond Shark
  Fire Mandrill
  2
  Blood Kite [85]
  Marauder IIC [85]
  Warhawk [85]
  Executioner [95]
  Warhawk [85]
  Executioner [95]
  3
  Warhawk [85]
  Warhawk [85]
  Executioner [95]
  Gargoyle [80]
  Executioner [95]
  Executioner [95]
  4
  Blood Kite [85]
  Executioner [95]
  Warhawk [85]
  Gargoyle [80]
  Dire Wolf [100]
  Warhawk [85]
  5
  Kingfisher [90]
  Kingfisher [90]
  Executioner [95]
  Gargoyle [80]
  Warhawk [85]
  Warhawk [85]
  6
  Blood Kite [85]
  Gargoyle [80]
  Executioner [95]
  Dire Wolf [100]
  Gargoyle [80]
  Gargoyle [80]
  7
  Kingfisher [90]
  Gargoyle [80]
  Gargoyle [80]
  Gargoyle [80]
  Warhawk [85]
  Warhawk [85]
  8
  Blood Kite [85]
  Executioner [95]
  Warhawk [85]
  Gargoyle [80]
  Gargoyle [80]
  Warhawk [85]
  9
  Warhawk [85]
  Warhawk [85]
  Gargoyle [80]
  Dire Wolf [100]
  Warhawk [85]
  Gargoyle [80]
  10
  Blood Kite [85]
  Kingfisher [90]
  Dire Wolf [100]
  Warhawk [85]
  Gargoyle [80]
  Executioner [95]
  11
  Kingfisher [90]
  Dire Wolf [100]
  Gargoyle [80]
  Warhawk [85]
  Executioner [95]
  Gargoyle [80]
  12
  Dire Wolf [100]
  Stone Rhino [100]
  Executioner [95]
  Kingfisher [90]
  Dire Wolf [100]
  Gargoyle [80]
  2D6
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses
  Ice Hellion
  Jade Falcon
  Nova Cat
  2
  Marauder IIC [85]
  Dire Wolf [100]
  Dire Wolf [100]
  Naga [80]
  Executioner [95]
  Executioner [95]
  3
  Dire Wolf [100]
  Executioner [95]
  Kingfisher [90]
  Gargoyle [80]
  Marauder IIC [85]
  Dire Wolf [100]
  4
  Gargoyle [80]
  Kingfisher [90]
  Warhawk [85]
  Executioner [95]
  Warhammer IIC [80]
  Executioner [95]
  5
  Kingfisher [90]
  Executioner [95]
  Executioner [95]
  Gargoyle [80]
  Gargoyle [80]
  Gargoyle [80]
  6
  Warhawk [85]
  Warhawk [85]
  Executioner [95]
  Warhawk [85]
  Executioner [95]
  Warhawk [85]
  7
  Executioner [95]
  Warhawk [85]
  Gargoyle [80]
  Gargoyle [80]
  Gargoyle [80]
  Warhawk [85]
  8
  Executioner [95]
  Executioner [95]
  Gargoyle [80]
  Warhawk [85]
  Executioner [95]
  Kingfisher [90]
  9
  Kodiak [100]
  Dire Wolf [100]
  Naga [80]
  Gargoyle [80]
  Executioner [95]
  Executioner [95]
  10
  Executioner [95]
  Gargoyle [80]
  Warhawk [85]
  Executioner [95]
  Dire Wolf [100]
  Kingfisher [90]
  11
  Dire Wolf [100]
  Warhawk [85]
  Warhawk [85]
  Gargoyle [80]
  Warhawk [85]
  Warhawk [85]
  12
  Kingfisher [90]
  Executioner [95]
  Dire Wolf [100]
  Naga [80]
  Bane [100]
  Dire Wolf [100]
  2D6
  Smoke Jaguar
  Snow Raven
  Star Adder
  Steel Viper
  Wolf
  2
  Stone Rhino [100]
  Gargoyle [80]
  Executioner [95]
  Naga [80]
  Naga [80]
  3
  Executioner [95]
  Executioner [95]
  Executioner [95]
  Kingfisher [90]
  Warhawk [85]
  4
  Warhawk [85]
  Naga [80]
  Kingfisher [90]
  Warhawk [85]
  Dire Wolf [100]
  5
  Gargoyle [80]
  Warhawk [85]
  Naga [80]
  Gargoyle [80]
  Executioner [95]
  6
  Warhawk [85]
  Kingfisher [90]
  Executioner [95]
  Warhawk [85]
  Dire Wolf [100]
  7
  Dire Wolf [100]
  Dire Wolf [100]
  Kingfisher [90]
  Gargoyle [80]
  Gargoyle [80]
  8
  Warhawk [85]
  Executioner [95]
  Gargoyle [80]
  Gargoyle [80]
  Gargoyle [80]
  9
  Dire Wolf [100]
  Gargoyle [80]
  Warhawk [85]
  Executioner [95]
  Executioner [95]
  10
  Warhawk [85]
  Warhawk [85]
  Dire Wolf [100]
  Dire Wolf [100]
  Dire Wolf [100]
  11
  Warhammer IIC 2 [80]
  Dire Wolf [100]
  Gargoyle [80]
  Kingfisher [90]
  Gargoyle [80]
  12
  Kingfisher [90]
  Naga [80]
  Warhawk [85]
  Dire Wolf [100]
  Marauder IIC [85]
  RANDOM ASSIGNMENT TABLE .....
  ASSAULT BATTLEMECHS  
  (SECOND LINE)
  2D6
  Cloud Cobra
  Fire Mandrill
  Hell’s Horses
  Smoke Jaguar
  2
  ANH-1X Annihilator [100]
  Stone Rhino [100]
  Supernova [90]
  ANH-Annihilator [100]
  3
  Stone Rhino [100]
  Phoenix Hawk IIC [80]
  Stone Rhino [100]
  Warhammer IIC [80]
  4
  Bane [100]
  THG-11E Thug [80]
  HGN-732 Highlander [90]
  Marauder IIC [85]
  5
  Bane [100]
  KGC-000 King Crab [100]
  Warhammer IIC [80]
  KGC-000 King Crab [100]
  6
  Marauder IIC [85]
  Warhammer IIC [80]
  Warhammer IIC [80]
  Stone Rhino [100]
  7
  Supernova [90]
  Phoenix Hawk IIC [80]
  Marauder IIC [85]
  Marauder IIC [85]
  8
  Phoenix Hawk IIC [80]
  THG-11E Thug [80]
  CRK-5003-1 Crockett [85]
  Warhammer IIC [80]
  9
  Highlander IIC [90]
  Bane [100]
  Bane [100]
  Supernova [90]
  10
  Marauder IIC [85]
  Warhammer IIC [80]
  Thunder Stallion [85]
  THG-11E Thug [80]
  11
  CRK-5003-1 Crockett [85]
  HGN-732 Highlander [90]
  Thunder Stallion [85]
  Supernova [90]
  12
  Phoenix Hawk IIC [80]
  Bane [100]
  CRK-5003-1 Crockett [85]
  THG-11E Thug [80]
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  11
  OMNIFIGHTERS / AEROSPACE FIGHTERS
  2D6
  Blood Spirit
  Burrock
  Cloud Cobra
  Coyote
  Diamond Shark
  Fire Mandrill
  2
  Avar [35]
  Vandal [30]
  Visigoth [60]
  Avar [35]
  Bashkir [20]
  Batu [40]
  3
  Vandal [30]
  Batu [40]
  Turk [50]
  Scytha [90]
  Jagatai [70]
  Avar [35]
  4
  Visigoth [60]
  Avar [35]
  Jagatai [70]
  Jagatai [70]
  Batu [40]
  Jagatai [70]
  5
  Turk [50]
  Turk [50]
  Bashkir [20]
  Batu [40]
  Turk [50]
  Visigoth [60]
  6
  Batu [40]
  Visigoth [60]
  Batu [40]
  Jengiz [80]
  Scytha [90]
  Bashkir [20]
  7
  Visigoth [60]
  Jagatai [70]
  Turk [50]
  Visigoth [60]
  Visigoth [60]
  Sulla [45]
  8
  Jengiz [80]
  Sulla [45]
  Visigoth [60]
  Visigoth [60]
  Sulla [45]
  Visigoth [60]
  9
  Turk [50]
  Turk [50]
  Sulla [45]
  Kirghiz [100]
  Visigoth [60]
  Jengiz [80]
  10
  Jagatai [70]
  Jengiz [80]
  Avar [35]
  Jengiz [80]
  Jengiz [80]
  Turk [50]
  11
  Kirghiz [100]
  Scytha [90]
  Jengiz [80]
  Turk [50]
  Avar [35]
  Kirghiz [100]
  12
  Sulla [45]
  Kirghiz [100]
  Vandal [30]
  Bashkir [20]
  Vandal [30]
  Scytha [90]
  2D6
  Ghost Bear
  Goliath Scorpion
  Hell’s Horses
  Ice Hellion
  Jade Falcon
  Nova Cat
  2
  Bashkir [20]
  Vandal [30]
  Jengiz [80]
  Scytha [90]
  Vandal [30]
  Jengiz [80]
  3
  Turk [50]
  Batu [40]
  Batu [40]
  Bashkir [20]
  Visigoth [60]
  Visigoth [60]
  4
  Kirghiz [100]
  Bashkir [20]
  Sulla [45]
  Visigoth [60]
  Bashkir [20]
  Jagatai [70]
  5
  Sulla [45]
  Visigoth [60]
  Visigoth [60]
  Turk [50]
  Batu [40]
  Scytha [90]
  6
  Jengiz [80]
  Jagatai [70]
  Jengiz [80]
  Jagatai [70]
  Scytha [90]
  Sulla [45]
  7
  Visigoth [60]
  Avar [35]
  Sulla [45]
  Sulla [45]
  Visigoth [60]
  Batu [40]
  8
  Sulla [45]
  Turk [50]
  Turk [50]
  Avar [35]
  Jagatai [70]
  Visigoth [60]
  9
  Visigoth [60]
  Sulla [45]
  Visigoth [60]
  Batu [40]
  Scytha [90]
  Turk [50]
  10
  Turk [50]
  Jengiz [80]
  Jagatai [70]
  Visigoth [60]
  Jagatai [70]
  Scytha [90]
  11
  Jengiz [80]
  Visigoth [60]
  Avar [35]
  Turk [50]
  Kirghiz [100]
  Batu [40]
  12
  Kirghiz [100]
  Kirghiz [100]
  Scytha [90]
  Jengiz [80]
  Jengiz [80]
  Kirghiz [100]
  2D6
  Smoke Jaguar
  Snow Raven
  Star Adder
  Steel Viper
  Wolf
  2
  Kirghiz [100]
  Avar [35]
  Vandal [30]
  Scytha [90]
  Visigoth [60]
  3
  Jagatai [70]
  Turk [50]
  Bashkir [20]
  Jengiz [80]
  Avar [35]
  4
  Xerxes [85]
  Avar [35]
  Sulla [45]
  Sulla [45]
  Batu [40]
  5
  Turk [50]
  Bashkir [20]
  Avar [35]
  Batu [40]
  Scytha [90]
  6
  Sulla [45]
  Jengiz [80]
  Sulla [45]
  Visigoth [60]
  Visigoth [60]
  7
  Jagatai [70]
  Sulla [45]
  Visigoth [60]
  Batu [40]
  Jagatai [70]
  8
  Batu [40]
  Batu [40]
  Jengiz [80]
  Sulla [45]
  Jengiz [80]
  9
  Sabutai [75]
  Bashkir [20]
  Sulla [45]
  Visigoth [60]
  Jagatai [70]
  10
  Xerxes [85]
  Visigoth [60]
  Turk [50]
  Batu [40]
  Kirghiz [100]
  11
  Visigoth [60]
  Jagatai [70]
  Scytha [90]
  Jagatai [70]
  Bashkir [20]
  12
  Jengiz [80]
  Jengiz [80]
  Jagatai [70]
  Avar [35]
  Vandal [30]
  RANDOM ASSIGNMENT TABLE .....
  VEHICLES
  2D6
  Clan (Any)
  2
  Donar [21]V
  3
  Shamash [11]H
  4
  Mithras [25]T
  5
  Oro [60] T
  6
  Ku [50]T
  7
  Athena [75]T
  8
  Ares [40]T
  9
  Ishtar [65]W
  10
  Hachiman [50]T
  11
  Svantovit [35]H
  12
  Mars [100]T
  Key: HHover TTracked VVTOL WWheeled
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  12
  In isolation for more than two hundred years, the Clans of 
  Founder Nicholas Kerensky had split into two different political 
  camps. At the core of the primary ideological divide between 
  these parties lay a disagreement over interpretation of the Great 
  Father Aleksandr Kerensky’s General Order 137, the Hidden 
  Hope Doctrine.
  One group, the self-styled Crusaders, believed Kerensky’s 
  words meant the Clans were to one day return to the Inner 
  Sphere in conquest, after the fires of war had burned out the 
  Successor States. Spearheaded by Clans Smoke Jaguar and 
  Jade Falcon, the Crusader movement believed they were meant 
  to reestablish the vaunted Star League and rekindle the spark 
  that had led to one of the greatest periods of technological and 
  economical renaissance in all of human history. Warriors from 
  Crusader Clans held the conviction that Kerensky gave them 
  a mandate to save the corrupt and war-torn remnants of the 
  Inner Sphere from themselves and restore order. Based on an 
  obscure piece of the Founder’s writings, the Crusaders spurred 
  themselves onward with the idea that the first Clan to set foot 
  on Terra, the birthplace of humanity, would be christened the 
  ilClan—the Clan of Clans. The sitting khan of the ilClan would 
  then become ilKhan in perpetuity and would be able to appoint 
  his or her successor.
  The opposing party, however, called themselves Wardens. 
  The Warden Clans interpreted the Hidden Hope not as a license 
  for conquest but as an extension of the original SLDF’s initial 
  purpose: defense and peacekeeping of the Inner Sphere. 
  According to them, Kerensky had meant for the Clans to stand 
  watch over the beleaguered peoples of the Inner Sphere and 
  protect them from something that would threaten the very 
  existence of humanity itself. At the head of the Warden voting 
  bloc stood Clan Wolf, Nicholas Kerensky’s chosen Clan, and their 
  staunch allies, Clan Coyote.
  The Crusader Clans initiated several votes favoring invasion, 
  the first occurring in 2980. With the Wolves and Coyotes holding 
  dominance in the Grand Council, each vote failed to pass. In the 
  year 3000, the Wardens and Crusaders reached a compromise 
  which resulted in dispatching advance scouts in the guise of a 
  mercenary unit named Wolf’s Dragoons. Grand Council debates 
  over invasion died down until 3048, when a ComStar explorer 
  vessel jumped into Clan Space.
  The Outbound Light brought the Clans’ greatest fears to the 
  fore: if ComStar could find the Kerensky Cluster, so could the 
  Successor States, who might one day bring the fight to the Clans’ 
  front door before they were ready. Emphasizing these concerns, 
  Khan Leo Showers of Clan Smoke Jaguar once more brought the 
  invasion vote to the table. Out of the seventeen remaining Clans, 
  sixteen—including the Coyotes—voted in favor of the proposal 
  on 21 November 3048. (Weary of calls for invasion, the Warden 
  khans of Clan Goliath Scorpion made a point to cast their vote 
  by flipping a coin in the Grand Council chambers.) Only Clan 
  Wolf voted against. The measure passed.
  As was his Clan’s right, Khan Ulric Kerensky immediately 
  demanded a Trial of Refusal against the vote. The initial sixteen-
  to-one odds fell to four-to-one as the Crusaders bid amongst 
  themselves for the right to uphold the vote. On Strana Mechty’s 
  Mars Field Proving Ground, Ulric led the Wolves’ Third Battle 
  Cluster against Clusters from Clans Burrock, Ghost Bear, Jade 
  Falcon, and Smoke Jaguar. Ulric split the Wolves’ forces into 
  three parts and engaged each Clan’s troops individually. The 
  Third Battle Cluster’s 313th Assault Trinary caught the Gyrfalcon 
  Guards in a trap and destroyed enough of its members that the 
  Falcons were forced to decommission the Cluster and strike 
  it from their rolls. The Wolves paid dearly for the temporary 
  victory, however, as the Burrocks blindsided the Trinary’s few 
  survivors and crushed them against the Wolves’ central column 
  of advance. The Jaguars and Ghost Bears also suffered high 
  casualties—including both of the Ghost Bears’ khans, killed 
  by Ulric in single combat—but not even the Wolves’ fierce 
  determination could overcome the steep odds and halt the 
  Crusader resolve.
  In a near-unanimous vote on 12 December 3048, Leo 
  Showers was voted ilKhan, a post that had remained dark since 
  2947. During the Grand Kurultai during which ilKhan Showers 
  and Jade Falcon saKhan Elias Crichell began planning Operation 
  REVIVAL, the Crusaders asserted that only two Clans would be 
  necessary to conduct an invasion of the Inner Sphere. Wardens 
  felt the assets of at least five Clans would be needed. The 
  Crusaders claimed five Clans would be overkill, but at Warden 
  insistence, the kurultai compromised on sending four Clans 
  to the Inner Sphere, with a fifth Clan that would act as a ready 
  reserve to be activated as necessary.
  Invasion planning established four operational corridors 
  that would cut a wedge into the coreward quadrant of the 
  Inner Sphere. Corridor Alpha would run through the recently 
  formed Federated Commonwealth. Beta consisted of a portion 
  of the Federated Commonwealth and the militarily weak 
  Free Rasalhague Republic. Gamma would straddle the Free 
  Rasalhague Republic and the Draconis Combine border, and 
  Delta would drive through the Draconis Combine. Both the Alpha 
  and Delta theaters were considered the best opportunities for 
  THE HONOR ROAD TO REVIVAL ....
  Return to the Inner Sphere is impossible 
  for us. Our heritage and our convictions 
  are different from those we left behind. 
  The greed of the five Great Houses and the 
  Council Lords is a disease that can only 
  be burned away by the passing of decades, 
  even centuries. And though the fighting may 
  seem to slow, or even cease, it will erupt 
  again as long as there are powerful men 
  to covet one another’s wealth. We shall 
  live apart, conserving all the good of the 
  Star League and ridding ourselves of the 
  bad, so that when we return, and return we 
  shall, our shining moral character will be 
  as much our shield as our BattleMechs and 
  fighters.
  —Excerpt from General Order 137
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  13
  glory in combat since those Clans would protect the invasion’s 
  flanks and would fight against the AFFC and DCMS rather than 
  Rasalhague’s less-prestigious Kungsarmé.
  Khan Robin Steele of Clan Coyote addressed the kurultai 
  and said, “Through the blood of Wolf flows the blood of the 
  Kerenskys,” he said. “It is only right that they participate as 
  the conscience and living soul of the Clans.” Clan Wolf was 
  unanimously granted one of the four corridors. The kurultai 
  decided the three remaining invasion slots and the reserve Clan 
  status would be granted to the top contenders in a series of 
  combat trials. As an honorary recipient of an invasion slot, Clan 
  Wolf presided over the bidding and the Placement Trials.
  For the first round of bidding, sixteen Clans retreated to their 
  respective Clan Councils and deliberated over their bids for the 
  forces they would commit to a prospective invasion corridor. Most 
  Clans’ opening bids offered few surprises as to their intentions, 
  the exceptions being the Snow Ravens and Star Adders. The 
  Ravens had recently suffered heavy materiel losses at the hands 
  of Clan Coyote, which put a drastic strain on their resources. 
  When the Ravens brought the issue before the Grand Council, 
  the Council voted that the Snow Ravens bidding an invasion force 
  of any appreciable size would render the Ravens’ enclaves in an 
  untenable defensive position. By placing a bid, the Ravens would 
  effectively make themselves targets for a Trial of Absorption. 
  Thus the Snow Ravens were disqualified from participating in the 
  Placement Trials. (The Ravens would not sit out of the invasion 
  entirely, however. For Operation REVIVAL, they lent part of their 
  fleet to Clan Jade Falcon.) The Star Adders, however, took an 
  opposite approach. Where other Clans had bid a portion of their 
  touman with the intent of leaving some of their strength behind 
  to defend their interests in the Clan Homeworlds, the Adders 
  shocked the assembly when they bid their entire touman. Their 
  bid was meant as a political statement to back up their assertions 
  raised during the Grand Kurultai: they believed any invasion would 
  be successful only if all seventeen Clans pooled their forces to 
  mount a combined offensive. When the other Clans rebuffed the 
  Adders’ offer of cooperation, Adder Khan Cassius N’Buta publicly 
  announced his Clan would take no further part in the bidding.
  THE HONOR ROAD TO REVIVAL ....
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  14
  Notable developments in the second round included 
  actions by Clans Cloud Cobra, Blood Spirit, and Diamond 
  Shark. The Cloud Cobra Clan Council had met in the interim 
  and witnessed several bitter Trials of Grievance between their 
  warriors over the Clan’s future. To the outrage of several pro-
  Crusader Cloisters, Khan Din Steiner decided that invasion 
  was not in the best interest of the Way and thus withdrew the 
  Cobras from of the bidding so that his Clan might better focus 
  on their direction. 
  The Blood Spirits’ second-round bid proved laughably 
  conservative to their opponents. This new bid matched the 
  lowest bid from the first round rather than trying to best it. The 
  Diamond Sharks’ bid, however, pushed the competition to a 
  surprising low until the Smoke Jaguars bested it by dropping 
  from eleven Galaxies to a mere three. Both the Sharks and 
  Jaguars’ drastic bids forced the remaining Clans to rethink their 
  bids for the final round.
  The third round ended with thirteen Clans bidding right at 
  the established cutdown. The Wolves then established a series 
  of combat trials to determine who would win the top honors. 
  Combatants were limited to three Trinaries of troops in order 
  to limit bloodshed and preserve the invasion’s forces; once 
  the participating Trinaries were established, they could not 
  be altered. Since these trials would involve an odd number of 
  competitors, Star Adder Khan Cassius N’Buta offered up his 
  troops to fight as a proxy and thus allow his Clan the honor of 
  “removing the unworthy” from the running. This would ensure 
  no Clan would get a bye that others could construe as a free win. 
  The ilKhan rejected the measure, but the Adders won a short 
  Trial of Refusal for the honor.
  The Placement Trials themselves were broadcast live to every 
  Clan enclave. All across Clan Space, spectators from the warrior 
  and civilian castes alike cheered their Clan’s forces along. The 
  Ghost Bears, Smoke Jaguars, and Jade Falcons quickly emerged 
  as frontrunners in the competition. The Burrocks, Hell’s Horses, 
  and Fire Mandrills all suffered shattered aspirations when they 
  were all eliminated in the second round of combat.
  After an energizing first-round win against their bitter rival 
  Clan Burrock, the Blood Spirits ultimately lost to the Nova 
  Cats in the third round. Other third-round casualties included 
  Clans Coyote, Fire Mandrill, and Goliath Scorpion. (The Goliath 
  Scorpions’ hopes of seeing the Inner Sphere did not end here, 
  however, as saKhan Ren Posavatz won a Trial of Possession for the 
  right for a Star of Scorpions to accompany Steel Viper invasion 
  forces. Unfortunately, Posavatz and his Star disappeared during 
  the fighting on Tukayyid in 3052.)
  In the final rounds, six Clans faced off for the top four 
  places. The Nova Cats and Diamond Sharks found themselves 
  eliminated first, making them ineligible for any of the available 
  honors. The Ghost Bears bested the Steel Vipers to secure one 
  of the coveted invasion theaters but lost out on the two most-
  prestigious slots and had to settle for the Gamma corridor. In 
  the final battle of the Placement Trials, the Jade Falcons’ Third 
  Falcon Talon narrowly defeated the Smoke Jaguars’ Sixth Jaguar 
  Dragoons to take the ultimate prize of the Alpha corridor. The 
  Jaguars were happy to claim Delta corridor, where they would 
  face the Great House that had aided the Usurper; the Steel 
  Vipers then accepted reserve Clan status.
  The Nova Cats, having felt cheated at taking fifth place after 
  a commendable showing in the trials, challenged the Grand 
  Council to a Trial of Refusal and won the right to be a second 
  reserve Clan. Seeing how well this approach worked for the Nova 
  Cats, the Diamond Sharks also declared and won their own Trial 
  of Refusal to earn their rightful place as the third reserve Clan.
  On 21 February 3049, the premier Clusters from the four 
  primary Clans left Clan Space for advance operations in the 
  Periphery. Four months later, the rest of the Jade Falcon, 
  Smoke Jaguar, Ghost Bear, and Steel Viper fleets departed for 
  the Inner Sphere with the hopes of Kerensky’s vision riding on 
  their shoulders.
  Not every Clan was pleased with the Placement Trials’ 
  outcome, however. The Blood Spirits, claiming their loss 
  confirmed their belief that the time for invasion wasn’t right, 
  retreated to their enclaves and resumed their isolation. The Fire 
  Mandrills, having lost two khans to Kindraa partisanship during 
  the trials, limped away from Strana Mechty with the knowledge 
  that their divisiveness along Kindraa lines had cost their Clan 
  dearly. The Star Adders were disappointed that their fellow Clans 
  disagreed with their vision of inter-Clan cooperation, so they 
  began quietly amassing materiel, as they believed eventually 
  their military might would be necessary in the future.
  Not until after the invasion force left for the Inner Sphere did 
  the most disgruntled of the losing Clans make their displeasure 
  known. In late May 3050, after more than a year of planning 
  and coordination, Clusters from Clan Ice Hellion struck several 
  different planets at once. Hellion Khan Stephen Tyler, rankled at 
  having been denied the chance to reach for the alleged paradise 
  and untold riches of the Inner Sphere, decided his Clan would 
  instead take what they deserved from Clan Space.
  The Hellions hit a Snow Raven research outpost on Marshall; 
  Coyote and Smoke Jaguar bases on Londerholm; Hell’s Horses 
  mining complexes on Hoard; a Cloud Cobra aerofighter factory 
  on Homer; and several Kindraa enclaves on Foster. Most of these 
  raids caught the targets unawares and resulted in the Hellions 
  gaining a significant amount of territory, raw resources, and 
  materiel. Only on Londerholm, where the Coyotes and Jaguars 
  set aside their political differences for a joint counterattack, did 
  the Hellions suffer their worst defeat.
  The success of the Hellions’ Fury campaign—or the Hellions’ 
  Tantrum, as other Clans dubbed it—cost them their senior 
  leadership and their reputation among their fellow Clans. 
  Shortly after the campaign’s conclusion, Khan Tyler was killed in 
  a bandit caste raid on Londerholm, and saKhan Danielle Lienet 
  was also grievously injured in the attack and had to step down.
  In early November, news arrived in the Clan Space that 
  ilKhan Leo Showers had been killed on 31 October 3050 during 
  the attack on the Free Rasalhague Republic world of Radstadt. 
  The Homeworlds fell silent in shock over their slain warlord, and 
  the leadership of the invading Clans returned home to elect a 
  new ilKhan and determine the future of Operation REVIVAL.
  THE HONOR ROAD TO REVIVAL ....
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  15
  RESULTS OF PLACEMENT TRIALS ....
   BIDDING RESULTS
  Clan
  Faction
  Invasion Vote
  1st Round Bid
  2nd Round Bid
  3rd Round Bid
  Blood Spirit
  Crusader
  Aff
  9 Galaxies
  7 Galaxies
  3 Galaxies
  Burrock
  Crusader
  Aff
  9 Galaxies
  5 Galaxies
  3 Galaxies
  Cloud Cobra
  Warden
  Aff
  7 Galaxies
  withdrew
  —
  Coyote
  Warden
  Aff
  9 Galaxies
  5 Galaxies
  3 Galaxies
  Diamond Shark
  Crusader
  Aff
  7 Galaxies
  4 Galaxies
  3 Galaxies
  Fire Mandrill
  Crusader
  Aff
  7 Kindraa
  5 Kindraa
  3 Kindraa
  Ghost Bear
  Crusader
  Aff
  12 Galaxies
  6 Galaxies
  3 Galaxies
  Goliath Scorpion
  Warden
  Aff (coin toss)
  7 Galaxies
  6 Galaxies
  3 Galaxies
  Hell’s Horses
  Crusader
  Aff
  9 Galaxies
  6 Galaxies
  3 Galaxies
  Ice Hellion
  Crusader
  Aff
  7 Galaxies
  5 Galaxies
  3 Galaxies
  Jade Falcon
  Crusader
  Aff
  10 Galaxies
  5 Galaxies
  3 Galaxies
  Nova Cat
  Crusader
  Aff
  9 Galaxies
  5 Galaxies
  3 Galaxies
  Smoke Jaguar
  Crusader
  Aff
  11 Galaxies
  3 Galaxies
  3 Galaxies
  Snow Raven
  Warden
  Aff
  Did not qualify
  —
  —
  Star Adder
  Crusader
  Aff
  Entire touman
  —
  —
  Steel Viper
  Warden (nominal)
  Aff
  9 Galaxies
  5 Galaxies
  3 Galaxies
  Wolf
  Warden
  Neg
  Did not compete
  —
  —
  PLACEMENT TRIALS RESULTS — PRELIMINARIES
  Clan
  1st Opponent
  Outcome
  2nd Opponent
  Outcome
  3rd Opponent
  Blood Spirit
  Burrock*
  Win
  Jade Falcon
  Loss
  Nova Cat
  Burrock
  Blood Spirit*
  Loss
  Steel Viper
  Loss
  —
  Coyote
  Fire Mandrill*
  Win
  Smoke Jaguar
  Loss
  Steel Viper
  Diamond Shark
  Star Adder (proxy)
  Loss
  Hell’s Horses
  Win
  Goliath Scorpion
  Fire Mandrill
  Coyote*
  Loss
  Ice Hellion
  Win
  Star Adder (proxy)
  Ghost Bear
  Hell’s Horses*
  Win
  Goliath Scorpion
  Win
  N/A
  Goliath Scorpion
  Ice Hellion*
  Win
  Ghost Bear
  Loss
  Diamond Shark
  Hell’s Horses
  Ghost Bear*
  Loss
  Diamond Shark
  Loss
  —
  Ice Hellion
  Goliath Scorpion*
  Loss
  Fire Mandrill
  Loss
  —
  Jade Falcon
  Steel Viper*
  Win
  Blood Spirit
  Win
  N/A
  Nova Cat
  Smoke Jaguar*
  Loss
  Star Adder (proxy)
  Win
  Blood Spirit
  Smoke Jaguar
  Nova Cat*
  Win
  Coyote
  Win
  N/A
  Steel Viper
  Jade Falcon*
  Loss
  Burrock
  Win
  Coyote
  Star Adder (proxy)
  Diamond Shark
  Win
  Nova Cat
  Loss
  Fire Mandrill
  *Denotes a bitter rivalry
      CORRIDOR TRIALS RESULTS — FINALS
  Clan
  1st Opponent
  Outcome
  2nd Opponent
  Outcome
  Standing
  Record
  Awarded by Grand Council
  Diamond Shark
  Steel Viper
  Eliminated
  —
  —
  6th
  2-2
  Reserve (via Trial of Refusal)
  Ghost Bear
  Smoke Jaguar
  Loss
  Steel Viper
  Win
  3rd
  3-1
  Gamma corridor (FRR/DC)
  Jade Falcon
  Nova Cat
  Win
  Smoke Jaguar
  Win
  1st
  4-0
  Alpha corridor (FedCom)
  Nova Cat
  Jade Falcon
  Eliminated
  —
  —
  5th
  2-2
  Reserve (via Trial of Refusal)
  Smoke Jaguar
  Ghost Bear
  Win
  Jade Falcon
  Loss
  2nd
  3-1
  Delta corridor (DC)
  Steel Viper
  Diamond Shark
  Win
  Ghost Bear
  Eliminated
  4th
  3-2
  Reserve
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  16
  BLOOD SPIRIT
  The elite warriors of the Blood Spirit 
  touman employ a brilliant defensive 
  strategy borne of their determination to 
  protect their holdings. Due to their limited 
  resources compared to other Clans, they 
  favor the use of cheaper BattleMech 
  technology over OmniMechs. While this 
  might be seen to limit their tactical options, the Spirits use this 
  preconception to their advantage. Their biggest weakness, 
  however, is an overreliance on a strict chain of command and 
  a lack of individual initiative: in the event of a high ranking 
  warrior’s death on the battlefield, subordinates often falter and 
  hesitate without orders from their superior.
  Notable Personalities: Khan Karianna Schmitt, saKhan 
  Daryl Keller
  BURROCK
  Ever since the battles of Operation 
  KLONDIKE, Clan Burrock’s touman has 
  been difficult for outsiders to pin down. 
  During KLONDIKE, they employed slow 
  and methodical tactics that produced 
  exceptional results, but afterwards, they 
  shifted into a more mobile style of combat that revolved around 
  hit-and-fade strikes. Once the their peers grew accustomed 
  to this style, the Burrocks shifted their tactics once again. In 
  addition to keeping other Clans on their toes, the Burrocks’ 
  protean tactics have made them some of the best bandit hunters 
  in all of Clan Space. Modern Burrock combat philosophy seems 
  to embrace electronic warfare combined with mobile, heavy-
  hitting firepower, but time will only tell how long this will last.
  Notable Personalities: Khan Jocelyn Siddiq, saKhan Orrel 
  Polczyk
  CLOUD COBRA
  Due to unfortunate losses in KLONDIKE 
  and their first saKhan being one of the 
  Clans’ naval commanders, Clan Cloud 
  Cobra evolved into a small, aerospace-
  heavy Clan with few ground forces. While 
  embracing honorable combat when they 
  can, their warriors most often fight to preserve the Way rather 
  than fighting for personal glory. This method involves the usage 
  of aerospace fighters and even artillery when the situation 
  warrants, but does not allow them to easily take and hold 
  territory. Unlike most Clans, the Cobras keep on hand a ready 
  reserve of warriors that can immediately take the place of an 
  active-duty warrior who is wounded or killed in battle.
  Notable Personalities: Khan Din Steiner, saKhan Leighton 
  Khatib
  COYOTE
  The Wardens of Clan Coyote are 
  aggressive warriors, which lends to a 
  steady assault tempered by caution. 
  Coyote tendency toward heavy and assault 
  OmniMechs often gives them an offensive 
  advantage, but their pragmatic approach 
  leads them to only declare batchalls for trials they believe they 
  can win without too much difficulty while still preserving their 
  honor. As the first to embrace the concept of the Honor Road 
  during KLONDIKE, Coyote warriors will adhere to the tenets of 
  zellbrigen in almost every circumstance except when it is wise to 
  fight without these constraints.
  Notable Personalities: Khan Robin Steele, saKhan Pazi 
  Tchernovkov
  DIAMOND SHARK
  As Clan Diamond Shark’s merchants 
  are always keeping an eye on market 
  fluctuations, the Clan’s warriors likewise 
  place a good deal of emphasis on military 
  intelligence. This leads to sharp bidding 
  practices that often leave an opponent off-
  guard and ensure a Diamond Shark victory. 
  The Sharks search for any weakness in their 
  enemies and exploit it in any way they can, often treating 
  zellbrigen as a recommendation rather than a requirement. As 
  such, they espouse no reluctance to attack supply caches or use 
  aerospace bombing runs against hardened defenses because 
  they consider these targets of opportunity as having been 
  included in the defenders’ bid.
  Notable Personalities: Khan Ian Hawker, saKhan Kaija Horn, 
  Star Colonel Angus Labov
  FIRE MANDRILL
  As a fragmented and often schizophrenic 
  Clan, the battlefield ideologies of Clan 
  Fire Mandrill vary greatly between each 
  Kindraa. Kindraa Sainze, for example, places 
  great importance on honorable combat, 
  whereas Kindraa Payne emphasizes ’Mech 
  combat to the near-complete exclusion of every other branch 
  of its military. The Faraday-Tanagas like to confuse enemies 
  with their battlefield movements, the Mattila-Carrols favor 
  headhunting missions, and the Beyl-Grants prefer aerospace 
  assaults. Regardless of Kindraa affiliation, Fire Mandrill warriors 
  all fight with unbridled passion and incredible skill.
  Notable Personalities: Khan Eudora Payne, saKhan Naresh 
  Sainze, Star Captain Garret Sainze
  TACTICAL GUIDE ..........................
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  17
  GHOST BEAR
  For outsiders to call the Ghost Bears 
  ponderous would be an understatement. 
  Never one for rash action, Ghost Bear 
  warriors 
  study 
  a 
  situation 
  before 
  determining their course of action. Once 
  that decision is made, however, the sleeping 
  bear awakens and attacks its targets with 
  unrelenting ferocity, heavy-hitting firepower, and fast strikes. 
  The Ghost Bears place a great deal of respect in their Elementals, 
  often pairing them with fast-moving OmniMechs such as Fire 
  Moths or Vipers in order to deploy them as far forward into 
  the battle as quickly as possible. These Elementals are usually 
  supported by heavier ’Mechs that make their steady, inexorable 
  advance towards the enemy.
  Notable Personalities: Khan Nornian Tseng (KIA), saKhan 
  Ursula Jorgensson (KIA), Khan Karl Bourjon, saKhan Theresa 
  DelVillar
  GOLIATH SCORPION
  Like their Clan’s namesake, Goliath 
  Scorpions prefer to inflict damage at a 
  critical place in an enemy formation with 
  a lightning-fast strike. Rather than brutal 
  frontal assaults or unfocused missile 
  barrages, they respect and value the finesse 
  of the “perfect shot.” Scorpion warriors also 
  embrace the principles of combined-arms 
  tactics, often by using “pincer” units to pin down opponents or 
  distract them from the swiftly approaching “stinger.”
  Notable Personalities: Khan Nikolai Djerassi, saKhan Ren 
  Posavatz
  HELL’S HORSES
  Since the Hell’s Horses believe the warrior 
  is far more important than his or her service 
  branch, their Clan places far more emphasis 
  on conventional forces than any other Clan. 
  Due to this philosophy, it is common to 
  see armor or conventional infantry even in 
  the Horses’ frontline units. As the progenitors of the Elemental 
  phenotype, the Horses expertly deploy more concentrations of 
  battle armor than other Clans, often incorporating them into 
  Novas and other mixed-unit formations wherever possible.
  Notable Personalities: Khan Malavai Fletcher, saKhan Tanya 
  DeLaurel, Star Colonel James Cobb
  ICE HELLION
  Clan Ice Hellion units believe in the raw 
  power of speed and hit-and-fade maneuvers. 
  Since Hellions generally eschew heavier 
  ’Mechs, they are always on the move, often 
  circling around opposing units and cutting 
  them off from the rest of their advance in 
  order to isolate and destroy them. They also 
  embrace the mentality of their Clan totem 
  by following a strange doctrine of “pack zellbrigen,” wherein a 
  single light or medium Star will simultaneously duel the same 
  heavier ’Mech until it is weakened, and then the Star’s members 
  will bid amongst themselves for the right to make the kill.
  Notable Personalities: Khan Stephen Tyler, saKhan 
  Danielle Lienet
  JADE FALCON
  The most conservative of the Crusader 
  Clans, Clan Jade Falcon prides itself on 
  upholding Clan traditions and battlefield 
  philosophies. They believe the manner in 
  which a battle is fought is just as important 
  as its outcome. As such, Jade Falcons will 
  honor zellbrigen in all but the most extreme 
  cases. On the battlefield, Falcon warriors lean toward a style that 
  employs mobile yet aggressive firepower. Like their Clan totem, 
  Jade Falcons will swoop into battle and strike with a tenacity 
  few Clans can match. Falcon MechWarriors are also adept at the 
  Roshak Maneuver, where a lighter ’Mech will constantly circle a 
  heavier ’Mech while keeping their opponent in their sights. 
  Notable Personalities: Former Khan Yvonne Hazen,  
  Khan Elias Crichell, saKhan Timur Malthus, Galaxy Commander 
  Mar Helmer
  NOVA CAT
  Regarding unit organization, battlefield 
  honor, and many other Clan military 
  doctrines, Clan Nova Cat remains almost 
  as traditional as the Jade Falcons. One idea 
  that sets them markedly apart, however, 
  is the concept of battlefield adaptability. 
  When confronted by opponents who use 
  unexpected strategy, Nova Cat warriors will 
  change their approach and conduct the battle using the best 
  counteraction method. Nova Cats also excel at low-altitude 
  combat insertion and remain the only Clan capable of firing 
  upon ground targets during their descent from a DropShip.
  Notable Personalities: Khan Severen Leroux, saKhan 
  Lucian Carns
  TACTICAL GUIDE ..........................
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  18
  SMOKE JAGUAR
  One word typifies the Smoke Jaguar 
  warrior’s fighting style: brutality. In combat, 
  Smoke Jaguars throw themselves into the fray 
  in order to inflict the most savage punishment 
  upon all opponents. The Strana Mechty smoke 
  jaguar grabs prey by the throat and clamps 
  down until the prey is dead; likewise the Smoke 
  Jaguar warrior will find the nearest enemy—
  regardless of weight class—and harry it until 
  it goes down. Then she will move right on to 
  the next target. Despite how visceral their tactics may be, Smoke 
  Jaguars still prosecute each duel with honor and respect.
  Notable Personalities: Khan Lincoln Osis, saKhan Sarah 
  Weaver
  SNOW RAVEN
  Although Clan Snow Raven possesses 
  one of the smallest ground-based toumans 
  among the Clans, its aerospace and naval 
  assets more than make up for the deficit. 
  The Ravens’ lack of ground strength prompts 
  them to eschew granting safcon to attacking 
  units, which results in many opposing 
  DropShips falling prey to aerospace fighter 
  screens and thus never reaching the battlefield. Dirtside, nearly 
  every Snow Raven Cluster relies on close air support and aerial 
  reconnaissance in order to prevail.
  Notable Personalities: Khan Lynn McKenna, saKhan Joseph 
  Crow
  STAR ADDER
  While most Clans relax the standards of 
  zellbrigen when engaging dezgra units or 
  bandit castemen, the warriors of Clan Star 
  Adder uphold the strictures of honorable 
  combat, regardless of their opponent. 
  Only in the face of overwhelming odds 
  will the Adders forego zellbrigen. As a 
  pragmatic people, Star Adder warriors lean towards a well-
  thought overall strategy rather than reckless battlefield tactics 
  that could endanger a trial’s outcome. Because of this, Adders 
  tend to only be as aggressive in combat as their current 
  strategy dictates.
  Notable Personalities: Khan Cassius N’Buta, saKhan 
  Tabitha Paik
  STEEL VIPER
  The Steel Vipers will generally use 
  zellbrigen against most foes but will 
  abandon it when facing dezgra units 
  or bitter rivals. In other respects, 
  they follow a practical approach 
  and—despite their partially accurate 
  classification as a Warden Clan—can 
  oftentimes match the battlefield 
  fanaticism of most Crusader Clans. 
  A common Steel Viper tactic is the Viper’s Maw: two 
  different OmniMech units—“fangs”—will hit the enemy 
  line in different places and drop Elementals, and a 
  second group, the “maw,” moves in to trap the confused 
  defenders. 
  Notable Personalities: Khan Natalie Breen, saKhan 
  Perigard Zalman
  WOLF
  Before any Clan Wolf warrior 
  sets foot on the battlefield, one 
  can be certain his commanding 
  officer has prepared for this battle 
  with military intelligence, a clear plan, and a strategic bid 
  designed to maximize his unit’s combat effectiveness. In 
  effect, Clan Wolf strives to “win” the trial before a single 
  shot is even fired. Once on the battlefield, however, Wolf 
  forces espouse among the most adaptable and flexible 
  battlefield philosophies of the Clans. Other Clans may 
  view the Wolves’ relaxation of various Clan traditions 
  as a dishonor to the Founder’s memory, but Clan Wolf’s 
  victories speak for themselves.
  Notable Personalities: Khan Ulric Kerensky, saKhan 
  Garth Radick
  TACTICAL GUIDE ..........................
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  19
  COMBATANTS: PLACEMENT TRIALS .....
  This section lists the combat units employed during the 
  Placement Trials for Operation REVIVAL. The Experience Level 
  indicates which column to roll on the Random Skills Table (see p. 
  273, TW) to determine each unit’s skills. Unit Abilities are special 
  game rules that apply to that unit in combat. Keep in mind 
  these rules are optional, and all players should agree to their 
  use before gameplay begins. The Notes section gives in-universe 
  details on the unit to help give players a “feel” for the command 
  during the Placement Trials.
  RED GUARDS
  CO: Star Colonel Lorraine Keller
  Average Experience: Elite
  Unit Abilities: Designate one unit 
  in each deployed Star as that Star’s 
  commander; for the entire deployed 
  force, designate one unit as the overall 
  force commander (Star Captain or higher 
  rank). A Star’s units gain a +1 bonus to 
  their To-Hit rolls until their corresponding 
  Star Commander unit is crippled or 
  destroyed. If the force commander’s unit is destroyed or 
  crippled, however, all remaining units suffer a –1 Initiative 
  modifier and command disruption for the remainder of the 
  track: roll 1D6 for each Star at the beginning of each turn, and 
  on a 5 or 6, that Star may only expend Walking/Cruising/Safe 
  Thrust during the Movement Phase.
  Notes: The Red Guards are the pride of Clan Blood Spirit’s 
  Alpha Galaxy. Although in recent years they have mostly 
  undertaken defensive campaigns, the Guards’ retaliation against 
  Burrock enclaves overrides any doubts that they have lost their 
  offensive edge. Recent trials have Khan Schmitt worrying that 
  the Cluster places an overreliance on its command structure, so 
  she has recommended the Red Guard warriors start showing 
  more personal initiative in combat.
  206TH HUSSAR CLUSTER
  CO: Star Colonel Jorrik Van Houten
  Average Experience: Veteran
  Unit Abilities: The 206th may only 
  field light or medium ’Mechs (of any 
  speed) or heavy ’Mechs with at least 5 
  Walking MPs. Due to their skill at keeping 
  their opponents off-balance, on any turn 
  that the 206th wins Initiative, they may 
  choose to move and fire one unit during 
  the Movement Phase, before any other 
  units move.
  Notes: Hailing from Clan Burrock’s Beta Galaxy, the 206th 
  Hussars revel at maneuvering around to an opponent’s exposed 
  flank whenever possible. The Cluster often hones its aggressive 
  skills with regular raiding on the Blood Spirit enclaves of York 
  and Arcadia.
  THIRTY-EIGHTH ASSAULT CLUSTER
  CO: saKhan Pazi Tchernovkov
  Average Experience: Veteran
  Unit Abilities: The Thirty-eighth fields 
  only OmniMechs and may not deploy any 
  light ’Mechs. One Star per track may use the 
  Brawlers special ability (see p. 193, TO).
  Notes: The Faithful embraces a hard-
  hitting, frontal approach. Under normal 
  circumstances, Star Colonel Maisie Nash 
  leads this Alpha Galaxy Cluster, but saKhan Tchernovkov 
  assumed temporary command for the Placement Trials. He 
  seeks to lead his Clan to victory and thus prove they deserve 
  to fight alongside Clan Coyote’s longtime Clan Wolf allies in 
  Operation REVIVAL.
  TWENTY-FIRST ASSAULT CLUSTER
  CO: Star Colonel Angus Labov
  Average Experience: Elite
  Unit Abilities: At least one-third of 
  the Twenty-first’s available force must 
  consist of aerospace fighters; no bombs 
  may be mounted, as they are seen as a 
  breach of zellbrigen for the Placement 
  Trials. Due to the Twenty-first’s logistical 
  connections, the cost for rearming units 
  between tracks is waived.
  Notes: Formerly known as Nagasawa’s 
  Foxes before the Clan changed its name in 2985, Nagasawa’s 
  Sharks can trace its roots back to the leadership of Sea Fox 
  founder Karen Nagasawa. The unit’s close ties with the Clan’s 
  merchant caste means the Cluster always has more than ample 
  supplies on hand.
  PROVISIONAL ASSAULT CLUSTER
  COs: Kindraa Leaders Khan Eudora Payne, saKhan Naresh 
  Sainze, and Loremaster Ethan Faraday
  Average Experience: Veteran (Beyl-Grant units), Elite (all 
  other units) 
  Unit Abilities: To reflect the lack of 
  cooperation, at the beginning of each turn, 
  roll 2D6: on 9+, one random Star may only 
  expend Walking MP. Due to inter-Kindraa 
  trials occurring between each Placement 
  Trial round, at the beginning of each track, 
  assign 1D6 damage to each unit (re-roll 
  damage that would cripple or destroy the unit). Upon force 
  creation, designate the Kindraa affiliation of each Star in the 
  force (see Notes below). Each Kindraa conveys the following 
  abilities. Payne units excel at attacking Elementals and ignore 
  the +1 penalty for firing on battle armor. Sainze light and 
  medium units may use Off-Map Movement (see p. 192 TO). 
  Faraday-Tanaga units may, once per track, re-roll one failed To-
  Hit roll. Mattila-Carrol units gain a +1 bonus for To-Hit rolls when 
  making weapon attacks against enemy commanding units (Star 
  Commander rank or above). Beyl-Grant units receive a +1 bonus 
  for To-Hit rolls when attacking aerospace units and may only 
  load LB-X autocannon with cluster rounds.
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  20
  Notes: The Provisional Assault Cluster is an ad hoc Fire 
  Mandrill unit consisting of representatives from five different 
  Kindraa. The roster comprises the following: First Battle Payne (2 
  Stars); Third Sainze Honor Guard Battle Cluster (2 Stars); Faraday-
  Tanaga’s First Battle Cluster (2 Stars); Mattila-Carrol’s Sixty-first 
  Firestorm (2 Stars); and Beyl-Grant’s Forty-second Battle Cluster 
  (1 Star). While nominally under command of Khan Payne, both 
  the saKhan and Loremaster appear to have near-equal weight in 
  the leadership of this disparate collection of forces.
  THIRD BEAR GUARDS
  CO: Star Colonel Hunter Tseng
  Average Experience: Elite
  Unit Abilities: For the duration of the 
  track, the enemy force suffers a –1 Initiative 
  modifier and loses any terrain-based special 
  unit abilities. 
  Notes: When Nicholas Kerensky visited 
  Ghost Bear territory, the Third Bear Guards 
  acted as his honor guard. The combat record 
  of the ilKhan’s Shield is honorable and untarnished, leading 
  other Clans to fear and respect the Third as one of the most elite 
  Clusters in the Clans. The Third’s 219th Assault Trinary has been 
  noted for besting enemy formations nearly twice its size.
  FIRST CATERAN CLUSTER
  CO: Star Colonel Gunnar Myers
  Average Experience: Elite
  Unit Abilities: As a special forces unit, 
  the First Cateran is adept at maneuvering 
  through difficult terrain to get where they 
  need to be. For ’Mechs, reduce the total 
  MP cost to enter a hex by 1 (to a minimum 
  of 1 MP). For swarm and leg attacks, First 
  Cateran Elementals reduce their To-Hit 
  modifier by 1.
  Notes: One of the few Placements 
  Trials combatants to be selected from a Clan’s Beta Galaxy, the 
  Heartvenom Cluster is the Goliath Scorpions’ special forces unit. 
  As the unit responsible for training the Wolf’s Dragoons before 
  they departed Clan Space, the First Cateran values finesse and 
  precision over brute strength.
  ELEVENTH MECHANIZED CAVALRY
  CO: Star Colonel James Cobb
  Average Experience: Elite
  Unit Abilities: The Eleventh favors a 
  combined-arms 
  approach. 
  OmniMechs, 
  Elementals, and combat vehicles each 
  comprise one-third of the player’s pool 
  of total force. Units from the Eleventh are 
  skilled at anticipating enemy movement 
  and thus receive a –1 to a target’s movement modifier when 
  making weapon attacks. 
  Notes: Despite the Crusader leadership helming the 
  Hell’s Horses, the Blackhorse Cluster of Alpha Galaxy strongly 
  embraces Warden leanings. While the unit’s politics often 
  places it at odds with Galaxy Commander Nobel DeLaurel, 
  the Eleventh’s tenacious combat record speaks for itself, and 
  DeLaurel personally nominated the unit to represent the Clan in 
  the Placement Trials.
  SEVENTH ATTACK CLUSTER
  CO: Khan Stephen Tyler
  Average Experience: Elite
  Unit Abilities: As a fast assault unit, the 
  Seventh may only field light- and medium-
  class ’Mechs. The Seventh receives +1 on all 
  Initiative rolls.
  Notes: As an ardent Crusader unwilling 
  to let the fate of his Clan rest in another’s 
  hands during the Placement Trials, Khan 
  Stephen Tyler chose to lead the Seventh 
  into battle himself. During Tyler’s tenure as Khan, the Seventh 
  has racked up some impressive and swift victories, and its 
  warriors champing at the bit to repeat these exploits in the Inner 
  Sphere.
   THIRD FALCON TALON CLUSTER
  CO: Galaxy Commander Mar Helmer
  Average Experience: Elite
  Unit Abilities: Halve the penalties 
  (rounding up) when fighting in adverse 
  or nighttime conditions. When randomly 
  determining units, if a rolled unit does not 
  possess Jumping MP, the unit may be re-rolled; keep the second 
  roll.
  Notes: With saKhan Timur Malthus’s blessing, ristar Galaxy 
  Commander Helmer took direct command of the Third Falcon 
  Talon Cluster for the Placement Trials, winning a Trial of Refusal 
  called by current leader Star Colonel Gran Newclay. Under 
  Newclay’s administration, the Third Talon earned a reputation 
  for “falling out of the sky” in order to swiftly strike its targets. 
  Against unwary bandits, dezgra units, bitter enemies, the Jade 
  Claymores enjoy conducting death from above attacks.
  FIRST NOVA CAT GUARDS
  CO: Star Colonel Kothinur Gritas
  Average Experience: Elite
  Unit 
  Abilities: 
  The 
  First 
  Nova 
  Cat 
  Guards 
  receive 
  a 
  –1  
  To-Hit modifier whenever making an aimed 
  shot; this modifier is cumulative with a 
  Targeting Computer, both for making 
  aimed shots or when using the Targeting Computer to attack a 
  specific location.
  Notes: One of the first Nova Cat units to form in the wake of 
  Operation KLONDIKE, the Hand of Fate prides itself on elevating 
  marksmanship to entirely new heights. Its MechWarriors are 
  capable of striking any part of an enemy ’Mech seemingly 
  without thought. Some warriors claim the perfect shots came 
  as a result of a dream or a revelation they had during their Rite 
  of the Vision. Regardless of the veracity of these claims, the 
  reputation of the First Guards stands firm.
  COMBATANTS: PLACEMENT TRIALS .....
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  21
  SIXTH JAGUAR DRAGOONS
  CO: Khan Lincoln Osis
  Average Experience: Elite
  Unit Abilities: When acting as the 
  Attacker/Hunter, the Sixth receives the Force 
  the Initiative and Overrun Combat special 
  abilities (see pg. 192–193, TO).
  Notes: The Wolf Slayers, renowned 
  for winning schematics for the Dire Wolf 
  OmniMech from Clan Wolf, are capable of 
  leveraging their considerable firepower both 
  at range and in short-range brawls. Lincoln 
  Osis, who won the senior khanship after Leo 
  Showers was elected ilKhan, opted to command his former unit 
  during the Placement Trials, which gave the Cluster’s morale a 
  much-needed shot in the arm.
  FIFTH ASSAULT CLUSTER
  CO: Star Colonel Imelda Talasko
  Average Experience: Veteran
  Unit Abilities: Because the Fifth is a 
  proxy force for the Placement Trials, it does 
  not adhere to the restrictions that other 
  Clans follow and cannot claim warchest 
  rewards for winning a track. All units 
  are 
  considered 
  automatically 
  repaired 
  and rearmed between tracks, and each 
  MechWarrior heals one point of pilot damage.
  Notes: Since the Star Adder khans chose to bow out of the 
  bidding, the Fifth Assault Cluster acted as a proxy force to keep 
  the competition fair and honorable. Though not fighting for 
  an invasion corridor, Star Colonel Talasko is determined to win 
  every trial in which the Fifth participates, in order to ensure only 
  the best forces the Clans have to offer will move forward in the 
  competition.
  FOURTH VIPER GUARDS
  CO: Khan Natalie Breen
  Average Experience: Elite
  Unit Abilities: When creating forces for 
  the Fourth Viper Guards, at least one Star in 
  each Trinary must be an Elemental Star.
  Notes: Though the Deadly Venom 
  leans more towards a Crusader mindset 
  than standard Steel Viper doctrine, Khan 
  Natalie Breen believed she needed to fight 
  fire with fire in order to overcome the fanaticism of the average 
  Crusader Clan’s aggressive tendencies. For her Clan’s unique 
  vision to succeed and pave the way for the future, the Vipers 
  needed to secure a spot in the invasion. To ensure their victory, 
  Breen took command of the Fourth in the Placement Trials and 
  let loose their Crusader fury.
  COMBATANTS: PLACEMENT TRIALS .....
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  22
  This section lists the combat units employed during Clan 
  Wolf’s Trial of Refusal.
  FIFTEENTH RAPIER CLUSTER
  CO: Star Colonel Torrance Marghar
  Average Experience: Veteran
  Unit Abilities: A maximum of one-
  fourth of the Fifteenth’s units may be heavy 
  ’Mechs; no assault ’Mechs may be fielded. 
  The Fifteenth may use the Brawlers special 
  ability (see p. 193, TO).
  Notes: From Clan Burrock’s Beta Galaxy, 
  the Fighting Gurkhas embody their Clan 
  totem by finding their way through even the most rock-hard 
  defenses. Unlike many light, mobile units, the Fifteenth Rapier 
  does not rely on hit-and-run tactics as most might expect. They 
  move in, strike, and surprise the enemy by either staying at 
  the enemy line or pushing through entirely rather than falling 
  back to regroup when the pressure turns up. Many Clan forces 
  have written off the unit as not being a credible threat, but 
  the Fifteenth has proven time and again that anything poked 
  enough times by a swordpoint will still bleed out.
  FIRST BEAR GUARDS
  COs: Khan Nornian Tseng and saKhan 
  Ursula Jorgensson
  Average Experience: Elite
  Unit Abilities: The First Bear Guards gain 
  +1 to all Initiative rolls, and the commander 
  of each Star may choose any OmniMech 
  in any configuration without needing to 
  randomly roll.
  Notes: As the Clan’s first unit, the First Bear Guards of Alpha 
  Galaxy rank among the best-equipped and adaptive Clusters of 
  the Ghost Bear touman. The Rage is known for using OmniMechs, 
  Elementals, and aerospace fighters in seamless, combined-arms 
  tactics. Normally commanded by Star Colonel Justin Gurdel, the 
  Ghost Bear khans chose to humiliate Ulric Kerenksy themselves.
  The Cluster’s Great Work is a giant marble cenotaph at the 
  Ghost Bear’s Arcadia enclave. Each time the Cluster wins a trial, 
  the participants carve a scene from the battle and etch their 
  names below it. Over the years, the pillar ran out of room; each 
  time this occurs, another blank pillar is added to the monument’s 
  height.
  GYRFALCON GUARDS
  CO: Star Colonel Gina Buhallin
  Average Experience: Elite
  Unit Abilities: Gyrfalcon Guards units 
  receive a +1 on their To-Hit rolls for energy 
  weapons. When rolling Hit Locations, the 
  player may choose to add or subtract 1 
  from the roll to get a different location. This may not be used to 
  change the hit location to the Head or the Center Torso.
  Notes: As the flagship Cluster of Gyrfalcon Galaxy, the 
  Gyrfalcon Guards were the natural choice for Khan Yvonne 
  Hazen to include in the Grand Council’s bids for the Wolves’ 
  Refusal. Crusader to the core, the Cluster espouses a propensity 
  toward brutal but precise violence. Star Colonel Buhallin utilizes 
  the Guards as a scalpel rather than a sledgehammer.
  FOURTH JAGUAR DRAGOONS
  CO: Star Colonel Aaron Showers
  Average Experience: Elite
  Unit Abilities: When making weapons 
  attacks against a unit from a lighter weight 
  class, a Fourth Dragoons unit gains a +1 
  bonus to its To-Hit rolls.
  Notes: The Fourth Jaguar Dragoons 
  of Delta Galaxy are fond of dueling lighter 
  units, a practice which some outside the 
  Clan view as dishonorable. However, Star Colonel Showers takes 
  issue with those who decry his tactics. “A MechWarrior is under 
  no obligation to accept a duel with a larger opponent,” he is fond 
  of saying. “A warrior who chooses to show off against a heavier 
  ’Mech will gain great glory if he wins, but if he loses he has only 
  himself to blame.” 
  THIRD BATTLE CLUSTER
  CO: Khan Ulric Kerensky
  Average Experience: Elite
  Unit Abilities: As long as the Third 
  Battle Cluster is outnumbered, they 
  gain the following: a +1 Initiative bonus; the Brawlers special 
  ability (see p. 193, TO); MechWarriors may reroll their first failed 
  Consciousness Roll in a track, keeping the second result.
  Notes: Beta Galaxy’s Silver Devils perform admirably under 
  pressure. Even against seemingly insurmountable odds, the 
  warriors of the Third Battle Cluster conduct themselves with an 
  unnaturally calm detachment. Warriors that show any hint of 
  restraint, cowardice, or timidity under fire are quickly assigned 
  to lesser Clusters. For this reason, Ulric Kerensky chose to lead 
  the Third against the Grand Council’s forces in his Trial of Refusal 
  over the invasion vote.
  COMBATANTS: WOLF REFUSAL MINI-CAMPAIGN ....
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  23
  This section lists the combat units employed during the 
  Hellions’ Fury campaign.
  254TH COBRA GUARDS
  CO: Star Colonel Moira Telinov
  Average Experience: Veteran
  Unit Abilities: Units from the 254th will 
  always operate under Forced Withdrawal rules 
  (see p. 258, TW), even if a track’s special rules 
  do not require it (although the 254th will 
  ignore this requirement if a track expressly 
  forbids withdrawal). Each crippled unit that 
  leaves the battlefield under Forced Withdrawal 
  conditions confers an additional +1 Initiative 
  bonus that is cumulative with all other Initiative bonuses.
  Notes: Of all the Cloud Cobra units stationed on Homer, the 
  Ivory Guard of Gamma Galaxy sees combat most often due to Star 
  Colonel Telinov’s shrewd bidding practices. She walks a fine line 
  between the number of units deemed necessary to win a trial and 
  ensuring the Cobras’ already small touman does not unnecessarily 
  shrink further. This sentiment has filtered throughout the Cluster: 
  though well-seasoned and often victorious, the 254th knows when 
  it is prudent to walk away from a fight in progress and prevent 
  needless casualties.
  SIXTY-SEVENTH ASSAULT CLUSTER
  CO: Star Colonel Pillan Levine
  Average Experience: Veteran
  Unit Abilities: A maximum of one-third of 
  the Sixty-seventh’s forces may consist of light 
  or medium ’Mechs. Due to the Sixty-seventh’s 
  intimidating nature, any unit participating in 
  single combat with a member of the Sixty-
  seventh suffers a –1 penalty to any Piloting 
  Skill rolls that unit must take. This effect lasts 
  until the dueling unit from the Sixty-seventh is 
  destroyed or violates zellbrigen.
  Notes: From Beta Galaxy, the Devastators are one of the Clan’s 
  reputable demoralizers. Although the Cluster’s warriors adhere 
  to Beta Galaxy’s standard parade scheme, they have adopted a 
  practice of painting garish faces and nightmarish images on their 
  ’Mechs. These images do not truly frighten hardened Clan warriors, 
  but the macabre stylings serve to distract the unwary just enough 
  to make them falter.
  TWENTY-FIRST VANGUARD BATTLE CLUSTER
  CO: Star Colonel Lavender Kline
  Average Experience: Veteran
  Unit Abilities: The Twenty-first receives 
  a +3 Initiative bonus when they are the 
  Defender, but they receive a –1 Initiative 
  penalty when they are the Attacker. The 
  Cluster may only field Adder, Summoner, and 
  Warhawk OmniMechs, but MechWarriors 
  receive a +1 bonus to Piloting Skill rolls when 
  piloting these three chasses. All other ’Mechs 
  must be second-line.
  Notes: The Twenty-first Vanguard Battle Cluster is one of Kindraa 
  Kline’s prominent defensive formations. Highly skilled at fending off 
  hard-hitting assaults, Hades’ Gate has proven its nickname time and 
  again by creating seemingly impenetrable defenses. The Cluster 
  employs a Binary of conventional troops to secure territory and 
  distract the enemy’s attention away from the true threat.
  FIFTY-THIRD BATTLEMECH CLUSTER
  CO: Star Colonel Porthos Houan
  Average Experience: Green
  Unit Abilities: A unit designated as a Star 
  Captain (or higher) possesses Regular skills 
  and may roll on the OmniMech RAT rather 
  than the Second-line RAT for their unit. The 
  Fifty-third also gains a +2 bonus when making 
  Piloting/Driving Skill checks to see if a unit is Bogged Down (see p. 
  62–63, TO) or to escape from being stuck in such terrain.
  Notes: The Fifty-third BattleMech Cluster of Theta Galaxy is a 
  training Cluster intended to give fresh sibko graduates experience. 
  Mediocre warriors eventually move on to second-line units, but 
  exceptional warriors are often reassigned to fill billets in frontline 
  Clusters. The SweepForce practices several uncommon maneuvers, 
  including how to respond to a combat drop, the best way to handle 
  bandit forces, and navigating hazardous terrain.
  212TH JAGUAR RESERVE CLUSTER
  CO: Star Colonel Chase Corbett
  Average Experience: Regular
  Unit Abilities: Since 
  the 
  212th 
  are 
  accustomed to fighting bandits, they do not 
  follow zellbrigen under normal circumstances. If 
  special rules require them to use zellbrigen, they 
  will do so but will suffer a –2 Initiative penalty. 
  The 212th also enjoys using ammunition-based 
  weapons. Each non-missile ballistic weapon 
  fired receives receive a –1 To-Hit modifier.
  Notes: A Jaguar garrison Cluster, the 
  212th often exercises its restlessness and lack 
  of combat by searching for bandit caste cells 
  to raid. Competition to participate in these raids leads to ruthless 
  bidding and the highest rate of Trials of Grievance among any other 
  Jaguar garrison unit.
  FIFTH RAVEN AUXILIARIES
  CO: Star Colonel Yelena Chand
  Average Experience: Regular/Green
  Unit Abilities: Aerial units from the Fifth 
  possess Regular skills and receive a –1 To-Hit 
  modifier when strafing ground targets. Ground 
  units from the Fifth are considered of Green skill 
  level.
  Notes: The Fifth favor using their aerospace 
  forces to locate and assault incoming ground 
  forces before their own ground forces engage. 
  In many instances, the Fifth’s aerospace Trinaries 
  have managed to eradicate enemy units and 
  win the trial before their groundpounders can 
  fire a single shot. Because of this, their ground 
  units lack the experience that their aerial 
  brethren possess. The Fifth Raven Auxiliaries were initially assigned 
  to Kappa Garrison Galaxy until the Marshall incident. After losing 
  the only Raven foothold on the planet, they were reassigned to 
  Delta Garrison Galaxy.
  COMBATANTS: HELLIONS’ FURY MINI-CAMPAIGN ...
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  24
  THIRTY-THIRD STRIKER IRREGULARS
  CO: Star Colonel Samantha Hordwon
  Average Experience: Veteran
  Unit Abilities: When resolving damage 
  against an enemy unit that was previously 
  damaged by a different friendly unit 
  that turn, a unit from the Thirty-
  third may choose to re-roll the 
  Hit Location result for a single 
  successful weapon attack per turn; 
  the second result must be kept.
  Notes: The shock troops of 
  Delta Galaxy, the Thirty-third has 
  developed a successful but ques-
  tionable battlefield strategy. The 
  Cluster’s lighter ’Mechs will trail-
  blaze their way into battle and then 
  disengage, allowing the Cluster’s 
  heavier ’Mechs to smash into the 
  remaining enemy force. The lighter 
  ’Mechs then circle around to close out 
  any gaps and hunt down stragglers. Al-
  though the lighter Stars abandon zellbrigen 
  when they disengage, all of the Thirty-third’s heavier 
  ’Mechs embrace honorable combat and excel at exploiting the 
  damage their less-honorable compatriots have already inflicted.
  SEVENTY-EIGHTH HELLION LANCERS
  CO: Star Colonel Grace Lienet
  Average Experience: Veteran
  Unit Abilities: When randomly determining Star weight class, 
  add +1 to the roll.
  Notes: The Seventy-eighth Hellion Lancers are considered one 
  of the heaviest units in the Ice Hellions’ touman. Due to its inability 
  to keep pace with other Alpha Galaxy units on the battlefield, the 
  Cluster often operates by itself. Its lack of relative speed forces its 
  MechWarriors to adopt a slower and more relaxed combat style 
  compared to the highly mobile focus of other Ice Hellion Clusters.
  NINETIETH STRIKER IRREGULARS
  CO: Star Colonel Cadence Klien
  Average Experience: Veteran
  Unit Abilities: During the Movement Phase, a ’Mech from the 
  Ninetieth Strikers may change facing by 2 hexsides without needing 
  to spend MP to do so; these two free facing changes do not need to 
  occur in the same hex. Additional facing changes for this turn cost 
  1 MP as normal.
  Notes: Warriors from Beta Galaxy’s Ninetieth Striker Irregulars 
  tend to be twitchier than the average Ice Hellion. This paranoia 
  stems from the Cluster’s hazing tradition of fellow members of the 
  Ninetieth dumping a live ice hellion (or three) into an unsuspecting 
  MechWarrior’s cockpit during downtime and welding the hatch 
  shut for at least five minutes. Cluster veterans proudly bear a 
  number of scars from each experience, but the less hardy—and 
  thus, the unworthy—either do not survive the first experience or 
  are injured badly enough that they are reassigned to lesser duties 
  in a different unit upon recovery.
  FORTY-FIFTH STRIKER IRREGULARS
  CO: Star Colonel Karlotte
  Average Experience: Regular
  Unit Abilities: Since the freeborns of the 
  Forty-sixth are constantly trying to prove 
  themselves, they are more resilient. 
  MechWarriors may reroll any failed 
  Consciousness Roll; the second result 
  must be kept. Elementals ignore 1 
  point of armor damage per track. 
  Vehicle crews ignore the first crew-
  based critical hit they receive in a 
  track (Driver Hit, Commander Hit, 
  Crew Stunned), but a Crew Killed 
  result always resolves as normal. 
  Conventional infantry ignore the 
  first 5 casualties they receive.
  Notes: 
  The 
  only 
  trueborn 
  currently serving in Delta Galaxy’s 
  Forty-fifth Strikers, Star Colonel Karlotte 
  is a veteran of an unprecedented six Trials 
  of Bloodright for the Riedel Bloodname. 
  She came in second place in the first five 
  and survived the Grand Melee of the sixth 
  attempt only to be eliminated in the final round once again. 
  As a testament to her tenacity, she was given command of 
  the Forty-fifth. To show her chalcas disdain for the Bloodname 
  system and to keep her freeborns in fighting shape, she has her 
  Cluster regularly engage in mock Trials of Bloodright during 
  downtime. The “winner” earns a derogatory nickname from the 
  Star Colonel and a week’s worth of extra rations.
  150TH HELLION LANCERS
  CO: Star Colonel Phillepe Lienet
  Average Experience: Elite
  Unit Abilities: Elemental units of the 150th receive a  
  –1 To-Hit modifier for anti-BattleMech Leg and Swarm attacks.
  Notes: Star Colonel Lienet makes judicious use of Elementals 
  in his battle strategies. Most of his lead Trinaries are organized 
  into Nova formations. The light OmniMechs will drop their battle 
  armor cargo right at the front lines then circle back around and 
  pick up the survivors (if any). This tactic often throws enemies 
  into disarray, because most opponents expect deposited 
  Elementals to fend for themselves and do not expect their 
  carriers to return in short order.
  SEVENTH ATTACK CLUSTER
  CO: Khan Stephen Tyler
  Average Experience: Elite
  Unit Abilities: See Combatants: Placement Trials section.
  COMBATANTS: HELLIONS’ FURY MINI-CAMPAIGN ...
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  25
  The Placement Trials can be played in a few different ways. 
  First, it can be played as a solo campaign, with one player pitting 
  their chosen Clan force against the Opposing Force for each 
  round until the player’s force is either victorious or eliminated 
  from the contest. Second, the Placement Trials can be fought 
  with up to 14 people as a modified double-elimination 
  tournament with a gamemaster presiding: see the Placement 
  Trials Tournament Rules section. A third option is that players 
  may play through one of the mini-campaigns presented using 
  standard Chaos Campaign rules.
  Players are welcome to supplement or expand on the rules 
  listed with those from Total Warfare (TW), Tactical Operations 
  (TO), Strategic Operations (SO), or A Time of War (AToW). An ideal 
  example is using the buildings rules from Total Warfare during 
  certain tracks, or the advanced weather and environment 
  rules from Tactical Operations and Strategic Operations. If using 
  additional rules not presented in this product, all players must 
  agree to their use. Any questions that arise from using those 
  rules should be decided by either group consensus or by a 
  neutral gamemaster. As a last resort, players may simply roll the 
  dice to settle an issue.
  To give an idea on how these campaigns can be run, the 
  following examples are provided.
  THE SETUP: PLACEMENT TRIALS 
  (CAMPAIGN PLAY OR TOURNAMENT PLAY)
  CAMPAIGN RULES
  Whether playing through the Placement Trials as a campaign 
  or as a tournament participant, a player starts with 500 Support 
  Points (SP). They choose a Clan Force that participated in the 
  Placement Trials and have access to all of the units listed on their 
  faction’s Random Assignment Tables (see pp. 7-11).
  The player begins with a pool of 3 Trinaries of total force—a 
  sum total of 45 ’Mechs, Elemental Points, aerospace fighter 
  Points, and/or combat vehicle Points in any configuration, 
  restricted only by their Clan’s profile in the Combatants section 
  and their columns on the Random Assignment Tables. Units 
  from these 3 Trinaries may be reconfigured (if Omni), repaired, or 
  rearmed between rounds by spending SP, but they may not be 
  replaced, substituted, or otherwise altered once the Placement 
  Trials begin. A unit that is destroyed—either by Head or Center 
  Torso destruction, or 3 Engine or 2 Gyro critical hits—may not be 
  used again in subsequent tracks, since time constraints between 
  trial rounds is considered insufficient to restore the unit to 
  fighting shape in so short a time. Killed MechWarriors also may 
  not be replaced between rounds, but wounded MechWarriors 
  may be healed by spending SP as normal.
  For each Star in the player’s force, one unit must be designated 
  as a Star Commander. For the deployed force during a track, one 
  of these commanding units must be designated as the overall 
  force commander. Star Commander and force commander units 
  will retain these positions until the unit is destroyed. When the 
  unit is destroyed another must be chosen for subsequent tracks.
  Campaign Placement Trials players may begin the campaign 
  with one of the following tracks: Preliminary Round or Grudge 
  Match. When determining Opposing Forces, the rolling 
  player may choose from the Clan Random Assignment Tables  
  (see pp. 7-11).
  A Tournament Placement Trials player is pitted against a 
  different player for each track and begins the tournament with 
  the track Preliminary Round (or Grudge Match, if both combatants 
  qualify for it).
  THE SETUP: WOLF REFUSAL  
  (MINI-CAMPAIGN #1)
  CAMPAIGN RULES
  Players may use Clan Wolf forces for this campaign and have 
  access to all of the units as listed on the Clan Wolf Random 
  Assignment Tables (see pp. 7-11).
  Clan Wolf players begin the campaign with the track 
  Touchpoint: Wolf Refusal (Part 1). When determining Opposing 
  Forces for each track, the rolling player should choose from the 
  appropriate Clan’s Random Assignment Tables (see pp. 7-11).
  THE SETUP: HELLIONS’ FURY  
  (MINI-CAMPAIGN #2)
  CAMPAIGN RULES
  Players may use Clan Ice Hellion forces for this campaign and 
  have access to all of the units as listed on the Ice Hellion Random 
  Assignment Tables (see pp. 7-11). However, if the player unit is 
  already constructed beforehand, they may elect to use their 
  initial units and use the RATs to supplement repair or expansion.
  Ice Hellion players may begin the campaign with the track 
  Touchpoint: Marshall or Touchpoint: Foster. When determining 
  Opposing Forces for each track, the rolling player should choose 
  from the appropriate Clan’s second-line Random Assignment 
  Tables (see pp. 7-11).
  RUNNING YOUR GAMES
  While players and gamemasters are free to design and play 
  these tracks however they wish, a basic method may be used to 
  give players some feel for the actual events of each campaign. 
  The beginning enumerated in The Setup above offers one way 
  to launch your player groups into these campaigns; certainly 
  enterprising gamemasters and players can find their own ways 
  in, and the Next Track section of each track offers suggestions of 
  where to take the player-character groups after they’ve finished 
  that track.
  For the mini-campaigns, it is recommended that players 
  proceed through the Touchpoint tracks in order, however, since 
  each corresponds to a notable engagement of the campaign. 
  The tracks are presented roughly in chronological order.
  HOW TO USE THE CAMPAIGN .........
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  26
  OVERVIEW
  The Placement Trials are fought according to a modified double-
  elimination tournament style. For the Preliminary Rounds, all 
  players start in the Winner’s Bracket. Those that win will remain in 
  the Winner’s Bracket and in the second round will only fight other 
  players that also won their first round. Those that lose in any round 
  fall into the Loser’s Bracket and from then on will only fight other 
  players that have at least one loss under their belt.
  Once the Preliminary Rounds are over, the remaining players face 
  off in the Final Rounds, until the top four players are determined, 
  either by score or—in case of a tie—a championship round.
  Each player may keep track of their individual progress with the 
  Placement Trials Player Sheet in the Annex section.
  ROUND SCORING
  The winner in any given round is the player who has the 
  highest score based on kills. Tabulate each side’s score based on the  
  following table:
  PRELIMINARY ROUNDS
  First Round
  Recommended Tracks: Preliminary Round, Grudge Match
  To assign first round pairings, either use a random method or 
  consult the Placement Trial Results table (see p. 15); use a proxy force 
  with an odd number of competitors.
  A player that wins the first round remains in the Winner’s Bracket. 
  A player that loses the first round moves to the Loser’s Bracket.
  Second Round
  Recommended Tracks: Preliminary Round, Grudge Match
  Players who won their first round will be randomly matched with 
  other players who won their first round; use a proxy force as necessary 
  for uneven numbers. Players from the Winner’s Bracket who also win 
  this round will automatically move on to the Final Rounds. A player 
  that won their first round but loses this round moves into the Loser’s 
  Bracket for the third round of combat.
  Players who lost their first round will be randomly matched with 
  other players who lost their first round; use a proxy force as necessary. 
  Winners of the second round proceed to the third round but remain 
  in the Loser’s Bracket; losers of the second round are eliminated from 
  the running.
  Third Round
  Recommended Tracks: Preliminary Round, Grudge Match
  Players in the Loser’s Bracket will be randomly matched with 
  other remaining players in the Loser’s Bracket; use a proxy force 
  as necessary for uneven numbers. Winners of the third round will 
  proceed to the Finals; losers are eliminated from the running.
  FINALS ROUNDS
  First Round
  Recommended Tracks: Finals Round, Grudge Match
  Determine first round match pairings randomly; use a proxy 
  force as necessary for uneven numbers. A player that wins the first 
  round continues on to the second round. A player that loses the first 
  round is eliminated if that is their second loss overall. (Note: There is 
  no Winner’s/Loser’s Bracket for the final rounds.)
  Second Round
  Recommended Tracks: Finals Round, Grudge Match
  Tabulate the score for each player based on the Tournament 
  Scoring table below. Pair the lowest-scoring players together and 
  pair the highest-scoring players together. Use a proxy force as 
  necessary. A player that loses this round is eliminated if that is their 
  second loss overall, but their tournament score may still qualify them 
  for a place in the top four after final scores are tabulated.
  As an option, the top two players may instead choose to play in 
  a championship round for this round instead of the standard round 
  (see Championship Round below). If more than two players are tied 
  for first, this option cannot be taken.
  TOURNAMENT SCORING
  Overall performance is scored based on the following results 
  of each round: 
  CHAMPIONSHIP 
  ROUND (OPTIONAL)
  Recommended Tracks: 
  Championship Round, 
  Grudge Match
  Once overall tournament 
  scores have been tabulated, 
  if there is a tie for first place, 
  the top two players face off 
  in the track Championship 
  Round. The winner receives 
  first place; the loser receives 
  second place.
  If players would prefer not 
  to play a final round (due to 
  time constraints or other factors), add up the players’ performance 
  scores from each individual round. The player with the higher ag-
  gregate score is declared the first place winner.
  PLACEMENT TRIALS TOURNAMENT RULES .......
  KILL VALUES
  Unit Type
  Crippled*
  Destroyed*
  Light ’Mech
  1
  2
  Medium ’Mech
  2
  3
  Heavy ’Mech
  3
  4
  Assault ’Mech
  4
  5
  Elemental Point§
  1
  2
  Combat Vehicle Point§
  2
  3
  Aerospace Fighter Point§
  2
  3
  Star Commander unit
  +1
  +2
  Force commander unit
  +3
  +4
  Destroyed over 50% of total 
  enemy force‡
  —
  5
  Destroyed over 75% of total 
  enemy force‡
  —
  10
  *These two do not stack. A player may only earn points for either crippling 
  or destroying a unit, but not both.
  §All elements of the Point must be crippled or destroyed in order to earn 
  the full value.
  ‡These two do not stack. A player may only be awarded one or the other, 
  but not both.
  Winner’s Bracket
  Point Value
  First Round Win
  5
  Second Round Win
  5
  Loser’s Bracket
  Point Value
  Second Round Win
  4
  Third Round Win
  2
  Final Rounds
  Point Value
  First Round Win
  3
  Second Round Win
  2
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  27
  GAME SETUP
  Recommended Terrain: Any. See Strana Mechty terrain tables 
  on p. 4.
  Randomly select one player; this player is the Hunter 
  (Attacker). The other player is the Hunted (Defender).
  The Hunted player chooses the trial’s venue, places the rolled 
  mapsheets in any legal configuration, and designates one edge 
  as their home edge.
  Hunter (Attacker)
  The Hunter chooses a maximum of 3 
  Stars from their pool of available units and 
  may choose which map edge to enter on. 
  This edge is then designated the Hunter’s 
  home edge.
  Hunted (Defender)
  The Hunted chooses a maximum of 3 Stars 
  from their pool of available units and enters 
  from their home edge. 
  WARCHEST
  Track Cost: 25 SP
  Optional Bonus:
  +50 SP. Difficult terrain: Use the listed 
  terrain modification for the chosen venue (see 
  p. 4) and apply the effect to the battlefield. In 
  tournament play, both players must agree to 
  use this option.
  OBJECTIVES
  Advancement. Cripple or destroy more 
  opposing units than the opposition within 
  15 turns (for solo play) or before time expires 
  (for tournament play). See Round Scoring, p. 
  26. [100 SP]
  SPECIAL RULES
  The following rules are in effect for this track:
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  NEXT TRACK
  Preliminary Round, Grudge Match (if not previously taken), or 
  Finals Round (see Tournament Rules section)
  PLACEMENT TRIALS ....................
  Trothkin, this day marks our historic first step towards our destiny as the ilClan!
    —Khan Stephen Tyler, addressing Clan Ice Hellion’s Seventh Attack Cluster
  May your deeds in this battle be worthy of immortalizing in the Remembrance.
    —saKhan Pazi Tchernovkov, addressing Clan Coyote’s Thirty-eighth Assault Cluster
  connection/starCorps Dossiers/Clan Jade falCon
  0
  1
  .48
  .64
  naTar sHieLD sysTeM sCanner (version 2.7.14)
  seCUriTy LeveL: ToPaz
  CLan JaDe FaLCon
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  28
  GAME SETUP
  Recommended Terrain: Any. See Strana Mechty terrain tables 
  on p. 4.
  Randomly select one player; this player is the Hunter 
  (Attacker). The other player is the Hunted (Defender).
  The Hunted player chooses the trial’s venue, places the rolled 
  mapsheets in any legal configuration, and designates one edge 
  as their home edge.
  Hunter (Attacker)
  Recommended Forces: See Special Rules section below
  The Hunter chooses a maximum of 3 Stars from their pool 
  of available units and may choose which map edge to enter on. 
  This edge is then designated the Hunter’s home edge.
  Hunted (Defender)
  Recommended Forces: See Special Rules section below
  The Hunted chooses a maximum of 3 Stars from their pool of 
  available units and enters from their home edge. 
  WARCHEST
  Track Cost: 50 SP for a Preliminary Round; 75 SP for a Finals Round; 
  100 SP for Championship Round
  Optional Bonus:
  +50 SP. Mother Nature: Roll on the appropriate Weather 
  Table for the chosen venue (see p. 4) and apply the result to the 
  battlefield. In tournament play, both players must agree to use 
  this option.
  OBJECTIVES
  Retribution. Cripple or destroy more opposing units than 
  the opposition within 15 turns (for solo play) or before time 
  expires (for tournament play). See Round Scoring, p. 26. [200 SP 
  for a Preliminary Round; 300 SP for Finals Round; First Place 
  for Championship Round]
  SPECIAL RULES
  The following rules are in effect for this track:
  NEMESES
  This track is not repeatable and thus may only be taken once.
  Regardless of which Clan is the Hunted or Hunter, this track 
  may only be taken when one of the following matchups occurs:
  Blood Spirit vs. Burrock
  Coyote vs. Fire Mandrill
  Goliath Scorpion vs. Ice Hellion
  Hell’s Horses vs. Ghost Bear
  Jade Falcon vs. Steel Viper
  Smoke Jaguar vs. Nova Cat
  Clan Diamond Shark does not have any true enemies 
  participating in the Placement Trials and thus may not take 
  this track. Clan Star Adder, as a proxy force, also may not take 
  this track.
  Zellbrigen
  Due to the level of animosity between the participating 
  Clans, Clan Honor rules are relaxed for this track. Physical attacks 
  are permitted unless the player is deploying a Jade Falcon force.
  NEXT TRACK
  Preliminary Round, or Finals Round (see Tournament Rules 
  section)
  GRUDGE MATCH .........................
  After we claim victory on this proving ground, we will no longer need to reclaim Tokasha 
  from your clutches. Each Inner Sphere world we conquer shall drive yet another dagger into 
  your flank, and we shall revel in your downfall.
    —Khan Karl Bourjon, Clan Ghost Bear
  Khan Fletcher, there are two things we will never forget: our greatest shame and our greatest loss. The 
  first we will atone for; the second we will avenge.
  Today, we remember the day you stole our most beloved khan from us. Today, we will make you regret 
  ever having heard the name Kilbourne Jorgensson, and you will slink back into your dark holes and bother 
  us no more.
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  29
  GAME SETUP
  Recommended Terrain: Any. See Strana Mechty terrain tables 
  on p. 4.
  Randomly select one player; this player is the Hunter 
  (Attacker). The other player is the Hunted (Defender).
  The Hunted player chooses the trial’s venue, places the rolled 
  mapsheets in any legal configuration, and designates one edge 
  as their home edge.
  Hunter (Attacker)
  The Hunter chooses a maximum of 3 Stars from their pool 
  of available units and may choose which map edge to enter on. 
  This edge is then designated the Hunter’s home edge.
  Hunted (Defender)
  The Hunted chooses a maximum of 3 Stars from their pool of 
  available units and enters from their home edge. 
  WARCHEST
  Track Cost: 150 SP
  Optional Bonus:
  +100 SP. Mother Nature: Roll on the appropriate Weather 
  Table for the chosen venue (see p. 4) and apply the result to the 
  battlefield. In tournament play, both players must agree to use 
  this option.
  OBJECTIVES
  Prove your worthiness. Cripple or destroy more opposing 
  units than the opposition within 15 turns (for solo play) or 
  before time expires (for tournament play). See Round Scoring, 
  p. 26. [200 SP]
  SPECIAL RULES
  The following rules are in effect for this track:
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  NEXT TRACK
  Finals Round, Grudge Match (if not previously taken), or 
  Championship Round (see Tournament Rules section)
  FINALS ROUND ...........................
  We are but a single battle away from seeing our Clan’s future with unmistakable clarity.
    —Khan Severen Leroux, addressing the First Nova Cat Guards
  My fellow Vipers, if we are to witness the revival of the Star League—via the fist of conquest and the 
  open hand of cooperation—we must win this trial. We alone can guide the Inner Sphere away from corruption, 
  for there is no one else willing to take up the banner of our crusade. For the sake of humanity’s future, we 
  cannot fail! We must not fail!
  —Khan Natalie Breen, addressing the Fourth Viper Guards
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  30
  GAME SETUP
  Recommended Terrain: Any. See Strana Mechty terrain tables 
  on p. 4.
  Randomly select one player; this player is the Hunter 
  (Attacker). The other player is the Hunted (Defender).
  The Hunted player chooses the trial’s venue, places the rolled 
  mapsheets in any legal configuration, and designates one edge 
  as their home edge.
  Hunter (Attacker)
  The Hunter chooses a maximum of 3 Stars from their pool 
  of available units and may choose which map edge to enter on. 
  This edge is then designated the Hunter’s home edge.
  Hunted (Defender)
  The Hunted chooses a maximum of 3 Stars from their pool of 
  available units and enters from their home edge. 
  WARCHEST
  Track Cost: 200 SP
  Optional Bonuses: None
  OBJECTIVES
  The greatest glory. Cripple or destroy more opposing units 
  than the opposition within 15 turns (for solo play) or before time 
  expires (for tournament play). [First Place]
  SPECIAL RULES
  The following rules are in effect for this track:
  A Difficult Fight
  Apply the chosen venue’s Terrain effect and roll on the 
  appropriate Weather Table for the chosen venue (see p. 4). Apply 
  both results to the battlefield.
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  NEXT TRACK
  The winners have been declared. The Clans are now prepared 
  to commence Operation REVIVAL. 
  CHAMPIONSHIP ROUND ...............
  On this day, we will validate the strength of our conviction and prove that our rightful 
  place lies at the vanguard of the largest military undertaking in Clan history.
  —Khan Elias Crichell, addressing the Grand Council
  I shall litter the ground with your feathers and claim this contest’s greatest glory for my Clan.
  —Khan Lincoln Osis, to Khan Elias Crichell
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  31
  MINI-CAMPAIGN: CLAN WOLF TRIAL OF REFUSAL ...
  A thousand times, neg. This is not the path to the Inner Sphere. This is not the Founder’s 
  dream. By the sacred rede of combat, I call for a Trial of Refusal, so that we might once more 
  rediscover our true purpose.
  —Khan Ulric Kerensky, addressing the Grand Council
  TOUCHPOINT:  
  WOLF REFUSAL (PART ONE)
  SITUATION
  MARS FIELD PROVING GROUND
  STRANA MECHTY
  7 DECEMBER 3048
  In the wake of the invasion vote, Clan Wolf declared a Trial 
  of Refusal. The Grand Council’s forces have bid down from 
  staggering odds to a more palatable four-to-one ratio. This will 
  be a tough battle. Whether the Wolves win or not, Khan Ulric 
  Kerensky is determined to leave a lasting impression that will 
  make the opposition doubt their own resolve. To this end, 
  Kerensky has split up his forces and sent them on headhunting 
  missions. The Ghost Bears are the first of the Grand Council’s 
  troops to wander into Ulric’s crosshairs. 
  GAME SETUP
  Recommended Terrain: Mars Field Proving Ground (see p. 4)
  The Attacker places mapsheets in any configuration and 
  designates one edge as their home edge. The Defender chooses 
  their own home edge but this is kept secret until their units 
  enter the map at the beginning of Turn 1.
  Attacker
  Recommended Forces: Clan Wolf’s Third Battle Cluster
  The Attacker chooses his forces first and may field up to three 
  Stars of any composition. Attacking units enter the battlefield 
  from their home edge on Turn 1.
  Defender
  Recommended Forces: Clan Ghost Bear’s First Bear Guards
  The Defender’s force should be 150 percent of the Attacker’s 
  deployed force. Half of the Defending units enter from their 
  secretly designated home edge on Turn 1. The remainder enter 
  from that same edge on Turn 3.
  WARCHEST
  Track Cost: 200 WP
  Optional Bonuses:
  +100 New day dawning: Apply the effects of Dawn/Dusk 
  (see p. 58, TO) to the battlefield.
  OBJECTIVES
  Open up elections. Destroy or cripple one of Ghost Bear 
  khans’ units. [200]
  “New situations require new thinking.” Destroy or cripple 
  both Ghost Bear khans’ units. [300]
  SPECIAL RULES
  The following rules are in effect for this track:
  Ghost Bear Leadership
  Khan Nornian Tseng and saKhan Ursula Jorgensson are both 
  participating in the battle. Designate one unit as Khan Tseng 
  and another as saKhan Jorgensson. Both of these units possess 
  Elite skills. One of the two khans will enter with the Defending 
  units on Turn 1; the other will accompany the Defending units 
  that enter on Turn 3.
  Wolf Leadership
  Designate one Attacking unit as Khan Ulric Kerensky. Ulric 
  has Elite skills and possesses the Blood Stalker and Sniper special 
  pilot abilities (see p. 219 and 221, ATOW). As long as Ulric remains 
  on the battlefield, Clan Wolf forces may use Overrun Combat 
  (see p. 193, TO). However, if Ulric is killed or incapacitated, the 
  Attacker receives a –2 Initiative penalty for the remainder of the 
  track.
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  AFTERMATH
  Ulric Kerensky led a detachment of the Third Battle Cluster 
  into a running engagement with the First Bear Guards. His 
  purpose however, was not outright victory against a larger 
  force. Ulric specifically called out the Ghost Bear khans one at 
  a time and bested them both in single combat. With this one 
  action, the Wolf khan decapitated the Bears’ senior leadership 
  and threw the rest of the First Bear Guards—and, ultimately, the 
  rest of the Clan—into a tailspin from which they would not soon 
  recover. Then, Ulric ordered his troops to withdraw and regroup 
  for the next engagement.
  NEXT TRACK
  Touchpoint: Wolf Refusal (Part Two)
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  32
  TOUCHPOINT:  
  WOLF REFUSAL (PART TWO)
  SITUATION
  MARS FIELD PROVING GROUND
  STRANA MECHTY
  7 DECEMBER 3048
  After the Wolves robbed the Ghost Bears of their Clan 
  leadership, Ulric led the Third Battle Cluster into action against 
  the Gyrfalcon Guards, the preeminent Cluster from the Jade 
  Falcons’ Delta Galaxy. Using a series of sacrifice plays and careful 
  maneuvers, the Third has goaded the unwary Falcons into 
  perfect position. 
  GAME SETUP
  Recommended Terrain: Mars Field Proving Ground (see p. 4)
  The Defender places mapsheets in any legal configuration 
  and designates one edge as their home edge.
  Attacker
  Recommended Forces: Clan Wolf’s Third Battle Cluster
  The Attacker chooses his forces first and may deploy a 
  maximum of 5 Stars in any configuration. Up to 5 units may be 
  set up according to the rules for Hidden Units (see p. 259, TW). 
  Half of the non-hidden Attacking units enter from one map edge 
  perpendicular to the Defender’s home edge; the other half enter 
  from the opposite edge as the first group of Attacking units.
  Defender
  Recommended Forces: Clan Jade Falcon’s Gyrfalcon Guards
  The Defender’s force is determined after the Attacker has 
  chosen their forces and should be 125 percent of the Attacker’s 
  deployed force. The Defending units enter the battlefield from 
  their home edge.
  WARCHEST
  Track Cost: 300 WP
  Optional Bonuses:
  +100 Seasonal windstorm: Apply the effects of Moderate 
  Gale (see p. 61, TO) to the battlefield.
  +150 Could not outmaneuver them all: The Defender 
  fields a force that is 150 percent of the Attacker’s deployed force.
  OBJECTIVES
  Embarrassment. Destroy or cripple three-fourths of the 
  Defending force. [500]
  Utter Shame. Destroy or cripple all of the Defending force. 
  [700]
  SPECIAL RULES
  The following rules are in effect for this track:
  Wolf Leadership
  Designate one Attacking unit as Khan Ulric Kerensky. Ulric 
  has Elite skills and possesses the Blood Stalker and Sniper 
  special pilot abilities (see p. 219 and 221, ATOW). As long as 
  Ulric remains on the battlefield, Clan Wolf forces may use 
  Overrun Combat (see p. 193, TO). However, if Ulric is killed or 
  incapacitated, the Attacker receives a –2 Initiative penalty for 
  the remainder of the track.
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  AFTERMATH
  The Gyrfalcon Guards, so single-minded in their quest 
  towards the Inner Sphere, ran right into Ulric’s carefully 
  orchestrated trap. Appearing seemingly from nowhere, Wolf 
  units lunged at the Falcons from three different directions and 
  did not let up on their attack. Amid a cascading series of lost 
  duels, the Falcons routed under the pressure, and the Third 
  chased them down while fending off peripheral advances 
  from the Burrock and Smoke Jaguar troops. Less than a single 
  Trinary of the Gyrfalcon Guards survived the engagement. 
  Rather than allow the Cluster to endure such crippling shame, 
  Khan Elias Crichell decommissioned the unit and assigned its 
  survivors to second-line Clusters that would not participate in 
  the invasion should the Falcons win an operational corridor in 
  the Placement Trials.
  NEXT TRACK
  Touchpoint: Wolf Refusal (Part Three)
  Your foolish attempts at evading my warriors are not going to stop us from bringing this 
  invasion to fruition.
  —Star Colonel Gina Buhallin, Gyrfalcon Guards
  MINI-CAMPAIGN: CLAN WOLF TRIAL OF REFUSAL ...
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  33
  TOUCHPOINT:  
  WOLF REFUSAL (PART THREE)
  SITUATION
  MARS FIELD PROVING GROUND
  STRANA MECHTY
  7 DECEMBER 3048
  Ulric’s striving to overturn the invasion vote has come down 
  to a critical point. Although the Ghost Bears have scattered and 
  the Jade Falcons have routed, these small victories came at great 
  cost. Attrition is beginning to take its toll, and as the last of the 
  Grand Council’s forces moves in for the kill, Ulric begins to see 
  the writing on the wall. But neither he nor his warriors are about 
  to give up just yet.
  GAME SETUP
  Recommended Terrain: Mars Field Proving Ground (see p. 4)
  The Defender places mapsheets in any legal configura-
  tion and designates any two map edges as the Attacker’s  
  home edges.
  Attacker
  Recommended Forces: Clan Burrock’s Fifteenth Rapier Cluster 
  and Clan Smoke Jaguar’s Fourth Jaguar Dragoons
  The Attacker’s force equals 200 percent of the Defender’s 
  deployed force. When using Recommended Forces, half of the 
  Attacker’s units are Burrock, and the other half are Smoke Jaguar. 
  Half of the Attacking units enter the battlefield from one of their 
  home edges; the other half enter from the other home edge.
  Defender
  Recommended Forces: Clan Wolf’s Third Battle Cluster
  The Defender may deploy their forces anywhere on the 
  battlefield. 
  WARCHEST
  Track Cost: 500 WP
  Optional Bonuses:
  +200 Win at any cost: Under direct orders, Smoke Jaguar 
  units have been freed from the constraints of zellbrigen.
  +200 Unrelenting pressure: At the beginning of the track, 
  apply 2D6 damage in 5-point clusters to all Defending units. Re-
  roll any damage that would cripple or destroy a unit.
  OBJECTIVES
  Stand firm. At least half of the Defending units survive until 
  Turn 15. [500] 
  Show your resolve. At least half of the Defending units 
  survive until Turn 20. [750] 
  SPECIAL RULES
  The following rules are in effect for this track:
  Burrock Leadership
  Designate one Attacking unit as Burrock Khan Jocelyn Siddiq, 
  with Veteran skills. As long as Siddiq is on the battlefield, Burrock 
  units receive a +1 to their Initiative rolls.
  Smoke Jaguar Leadership
  Designate one Attacking unit as Smoke Jaguar Star Colonel 
  Aaron Showers, with Elite skills. As long as Showers is on the 
  battlefield, Smoke Jaguar units receive a +1 to their Initiative rolls.
  Wolf Leadership
  Designate one Defending unit as Khan Ulric Kerensky. Ulric has 
  Elite skills and possesses the Blood Stalker and Sniper special pilot 
  abilities (see p. 219 and 221, ATOW). As long as Ulric remains on 
  the battlefield, Clan Wolf forces may use Overrun Combat (see p. 
  193, TO). However, if Ulric is killed or incapacitated, the Defender 
  receives a –2 Initiative penalty for the remainder of the track.
  Zellbrigen
  Clan Honor rules are considered to be in effect for this track 
  at Honor Level 1 (see p. 273–275, TW).
  AFTERMATH
  Despite the odds stacked against them, Ulric and his Wolves 
  fought as though the Founder himself stood amongst them. 
  Pushed into a corner and surrounded, the Third Battle Cluster 
  held their ground. The Fourth Jaguar Dragoons and the Fifteenth 
  Rapier Cluster drove a wedge between the remaining Wolves 
  and separated them, allowing them to be eliminated piecemeal. 
  In his tattered Gargoyle, Ulric, one of the last Wolves to remain 
  standing, challenged Star Colonel Showers’s nearly untouched 
  Warhawk to single combat. In defense of his Clan’s vote, Ulric 
  fought like a man unhinged and came within a whisper of 
  claiming a Pyrrhic victory with a missile strike that momentarily 
  disoriented Showers. However, a blind-fired PPC strike from the 
  Warhawk forced Ulric to punch out and forfeit the Trial of Refusal.
  NEXT TRACK
  The Trial of Refusal is over. Time to rest and refit before the 
  Placement Trials begin.
  MINI-CAMPAIGN: CLAN WOLF TRIAL OF REFUSAL ...
  Trothkin, our victory might not occur today, in this Circle of Equals, but I promise you 
  it shall come sometime hence. We have already shamed the Ghost Bears and the Jade Falcons, 
  but on the day of our ultimate victory, our honor alone shall shame all of our rivals for 
  forsaking the words of the Founder and the Great Father.
  —Khan Ulric Kerensky
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  34
  MINI-CAMPAIGN: HELLION’S FURY ....
  Look alive, Pilots! Hellions are approaching via sector 27! Let us give them the formal 
  welcome of the Unkindness!
  —Star Commander Peyton, Fifth Raven Auxiliaries
  TOUCHPOINT: MARSHALL
  SITUATION
  POLAR BASE 531-ALPHA-SR
  MARSHALL
  26 MAY 3050
  In the planning stages ever since Clan Ice Hellion lost in the 
  Placement Trials and was denied a spot in Operation REVIVAL, 
  the orchestrated Hellions’ Fury campaign launched on 26 May. 
  The Clan-wide celebrations of Liberation Day caught most of 
  their targets completely off-guard, even the vigilant garrison 
  forces of a Snow Raven research outpost in the polar regions 
  of Marshall. The Thirty-third Striker Irregulars thought the lone 
  Snow Raven presence on this world would be easy pickings, but 
  Star Colonel Hordwon had not counted on the strength of the 
  defenders’ air cover.
  GAME SETUP
  Recommended Terrain: Marshall (see p. 4)
  The Defender places three mapsheets in chase format, with 
  all of the short sides connected. The Attacker declares their 
  home edge.
  Attacker
  Recommended Forces: Clan Ice Hellion’s Thirty-third Striker 
  Irregulars
  The Attacker chooses their forces first 
  and enters from the map edge opposite 
  their home edge.
  Defender
  Recommended Forces: 
  Clan 
  Snow Raven’s Fifth Raven Aux-
  iliaries
  The Defender’s force is 
  determined after the At-
  tacker has chosen their 
  forces and should be 100 
  percent of the Attack-
  er’s deployed force. All 
  Defending units must 
  be aerospace fighters 
  and have a starting ve-
  locity no higher than 
  4. Defending units en-
  ter from the Attacker’s 
  home edge. 
  WARCHEST
  Track Cost: 100 WP
  Optional Bonuses:
  +100 Training Regimen: The Fifth Raven Auxiliaries pilots 
  have been anticipating some kind of attack and so have been 
  hitting the simulators nonstop for several months. Increase the 
  Defender’s experience level by one.
  OBJECTIVES
  Survive the Unkindness. At least half of the Attacking units 
  leave the battlefield through their home edge. [300]
  Swat the flies. Shoot down the Defending units. [25 per 
  destroyed fighter]
  SPECIAL RULES
  The following rules are in effect for this track:
  Polar Conditions
  Treat all Water hexes as Ice (see p. 50, TO). Apply the effects 
  of Thin Snow (see p. 52, TO) to the battlefield. Moderate Snowfall 
  (see p. 60, TO) will last for the first 5 turns.
  AFTERMATH
  As the Snow Ravens do not often grant safcon, the aero-
  space Trinaries of the Fifth Raven Auxiliaries began  pounding 
  the Thirty-third Striker Irregulars before their DropShip could 
  land, which forced the Ice Hellions to employ a combat drop 
  into the snow. Before they could even engage the Ra-
  vens’ meager ground troops, the Thirty-third 
  had to run for cover from the Ravens’ aer-
  ial hail. Although the Thirty-third suf-
  fered nearly catastrophic losses 
  along the way, they managed 
  to reach the research facility 
  and overpower its hand-
  ful of ground-based de-
  fenders.
  For losing the Ra-
  vens’ only asset on 
  Marshall, the Fifth 
  Auxiliaries were re-
  assigned to garri-
  son duty on Lum.
  NEXT TRACK
  T o u c h p o i n t : 
  Foster or Touchpoint: 
  Homer
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  35
  MINI-CAMPAIGN: HELLION’S FURY ....
  Kline: Attention, all Kindraa enclaves: This is the Twenty-first Vanguard Battle Cluster. We have just 
  received a batchall from the Seventy-eighth Hellion Lancers. Do any of you cowards wish to add your 
  strength to our bid?
  Payne: Assuming this is not a Liberation Day prank, you tied your own rope, Kline. Go hang yourselves 
  with it.
  Beyl-Grant: We shall rejoice watching the Hellions oust you from this planet. No hard feelings, quiaff?
  Payne: When you lose your enclave, Kline, feel free to challenge us for one of our broom closets.
  Beyl-Grant: [chortles] And our merchants might have some beachfront property they would be willing 
  to—Hold a moment… Incoming transmission… [extended silence] Stravag! The Fortieth Hellion Lancers have 
  just issued us batchall!
  Payne: [extended silence] …Us also, from the 200th Attack Cluster. Looks like you got your wish, Kline.
  —Transcript of communications between Fire Mandrill enclaves on Foster, 26 May 3050
  TOUCHPOINT: FOSTER
  SITUATION
  THE CAULDRON
  FOSTER
  26 MAY 3050
  In coordination with other Ice Hellion units across Clan 
  Space, multiple Hellion Clusters have issued simultaneous Trials 
  of Possession for different Fire Mandrill assets on Foster. Rather 
  than pool their assets together, each Kindraa is left to fend 
  for itself. Kindraa Kline is at a severe disadvantage compared 
  to other Kindraa, however, because they have less territory to 
  defend. The Klines are a few bad Trials of Possession away from 
  losing their place on Foster altogether, and the Hellions hope to 
  exploit this to the fullest.
  GAME SETUP
  Recommended Terrain: Foster (see p. 5)
  The Defender places the mapsheets in any legal configuration 
  and designates one edge as their home edge.
  Attacker
  Recommended Forces: Clan Ice Hellion’s Seventy-eighth 
  Hellion Lancers 
  The Attacker chooses their forces first and chooses their 
  home edge. On Turn 1, one Star of Attacking units enters the 
  battlefield from the Attacker’s home edge. On Turn 2, the 
  Attacker’s second Star enters; continue each turn until all of the 
  Attacker’s chosen force has been deployed.
  Defender
  Recommended Forces: Kindraa Kline’s Twenty-first Vanguard 
  Battle Cluster
  The Defender’s force is determined after the Attacker has 
  chosen his forces and should be 75 percent of the Attacker’s 
  deployed force. The Defender’s units may deploy anywhere on 
  the mapsheets opposite from the Attacker’s home edge.
  WARCHEST
  Track Cost: 250 WP
  Optional Bonus:
  +200 That sinking feeling: Treat all Water hexes as Swamp 
  (see p. 51, TO).
  OBJECTIVES
  No one is coming to help you. Destroy at least 75 percent of 
  the Defender’s forces [500]
  Pack honor. Show the power of Ice Hellion tactics. See 
  Special Rules below [50 for each unit destroyed using “pack 
  zell” tactics]
  SPECIAL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  To preserve their assets in this campaign, all Attacking units 
  are operating under Forced Withdrawal rules (see p. 258, TW) and 
  will fall back as normal.
  Honor of the Pack
  The Attacker’s light and medium ’Mechs will follow a 
  modified version of zellbrigen. A single Star of light and/or 
  medium ’Mechs may concentrate fire on a single target. Once 
  that target has suffered any 3 critical hits, only one unit from the 
  Star may continue to duel that unit on subsequent turns.
  All of the Attacker’s heavy and medium ’Mechs will adhere 
  to zellbrigen (see p. 273–275, TW) as long as the Defenders do.
  AFTERMATH
  In the swampy basin of the Cauldron, the Seventy-eighth Hellion 
  Lancers descended upon Kindraa Kline’s defenders. The marshes 
  claimed many victims among both Clans, but Star Colonel Grace 
  Lienet was not among them. In mid-duel with Star Colonel Kline, 
  Lienet’s Hellbringer managed to get stuck in the swamp. Unable to 
  move, Lienet weathered the incoming blows and punched a Gauss 
  rifle slug through Kline’s cockpit before freeing herself. Though the 
  Ice Hellions won this first trial shortly thereafter, a resurgence swept 
  through Kindraa Kline’s forces at the slaying of their commander. 
  The Hellions immediately issued another Trial of Possession for 
  another portion of Kline territory, but they were quickly rebuffed 
  and decided to cut their losses. For their initial failure, the Twenty-
  first Vanguard was ultimately reassigned to Dagda.
  Hellion attacks on the other Kindraa enclaves prompted the 
  Fire Mandrills to discuss launching a multi-Kindraa endeavor to 
  punish the Hellions for claiming so much of the Clan’s assets on 
  Foster. However, factionalism again prevented any cooperative 
  effort at retaliation, and the Ice Hellion gains remained.
  NEXT TRACK
  Touchpoint: Homer or Touchpoint: Hoard
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  36
  MINI-CAMPAIGN: HELLION’S FURY ....
  Star Colonel Klien, your entire Clan shames itself. At least you received the chance to 
  compete in the Placement Trials, quiaff? My Clan was denied the opportunity before any shots 
  could be fired. 
  Allow me to show you just how well you would have performed in the trials had you gone up 
  against the Crusader might of the Josian Cloister!
  —Star Colonel Moira Telinov, 254th Cobra Guards
  TOUCHPOINT: HOMER
  SITUATION
  ORTIN WASTES
  HOMER
  26 MAY 3050
  The Cloud Cobras were spending Liberation Day in quiet 
  contemplation of their Clan founders’ exploits in the Pentagon 
  when the Ice Hellions arrived in orbit around Homer. The 254th 
  Cobra Guards, dominated by the Crusader-focused Josian 
  Cloister, rose to the challenge of defending the batchall. The 
  Hellions knew they would have no hope of holding territory 
  on the Cobra’s capital world, so instead they declared a Trial of 
  Possession for six months’ production from El Ghaza’s primary 
  OmniFighter factory.
  GAME SETUP
  Recommended Terrain: Homer (see p. 5)
  The Defender places the mapsheets in any legal configuration 
  and designates one edge as the Defender’s home edge. The 
  opposite edge is the Attacker’s home edge.
  Attacker
  Recommended Forces: Clan Ice Hellion’s Ninetieth Striker 
  Irregulars
  The Attacker chooses his forces after the Defenders have 
  been determined and equals 75 percent of the Defenders total 
  deployed force. The Attacker enters through the Attacker’s 
  home edge.
  Defender
  Recommended Forces: Clan Cloud Cobra’s 254th Cobra Guards
  The Defender’s force is determined first. At least one-third 
  of the Defender’s force must consist of aerospace fighters. The 
  aerospace forces enter from the Defender’s home edge on Turn 
  1. The Defender’s ground forces enter from their home edge on 
  Turn 2.
  WARCHEST
  Track Cost: 300 WP
  Optional Bonuses:
  +200 Dust devil: Apply the effects of Blowing Sand (see p. 
  62, TO) to the battlefield.
  +100 To preserve the Way: The Cloud Cobras have 3 Long 
  Tom artillery tubes that are considered 9 mapsheets away for 
  purposes of flight time, and they have enough ammunition to 
  last for the duration of the track. See Artillery rules, p. 179, TO.
  OBJECTIVES
  Pheasant hunt. Destroy or cripple half of the Defender’s 
  aerospace forces. [300]
  Snake hunt. Destroy or cripple half of the Defender’s ground 
  forces. [400]
  SPECIAL RULES
  The following rules are in effect for this track:
  Ortin Wastes
  Treat all Clear hexes as Sand (see p. 39, TO).
  Zellbrigen
  Since the Cloud Cobras are fighting to preserve the Way 
  rather than pursue individual glory, Clan Honor rules are not in 
  effect for this track.
  AFTERMATH
  Unwilling to lose such a large aerospace production run, the 
  Cloud Cobras tore into the Ninetieth Strikers and buried as many 
  of the Hellions in the sand as they could. The battle seemed 
  to be turning in the Cobras’ favor until an unremarkable Ice 
  Hellion MechWarrior shot down Star Captain Khalid Kardaan—
  ristar, commander of the 254th’s lead aerospace Trinary, and 
  prominent Fellow in the Josian Cloister. After Kardaan’s Turk 
  crashed, the rest of the 254th turned to careless tactics, allowing 
  the Hellions to claim victory. Josian Fellows wished to declare a 
  Trial of Refusal to attempt winning back some the production 
  run they had lost and avenge Khalid Kardaan, but saKhan Khatib 
  forbade the action in hopes of preventing further losses to the 
  Cobras’ touman for the time being.
  NEXT TRACK
  Touchpoint: Hoard or Touchpoint: Londerholm
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  37
  MINI-CAMPAIGN: HELLION’S FURY ....
  As a show of respect to your defense, I lead a Cluster composed solely of freeborn warriors. 
  My intention is to settle a wager: does an Ice Hellion freebirth still rank superior to a 
  Hell’s Horses trueborn?
  —Star Colonel Karlotte, Forty-fifth Striker Irregulars
  TOUCHPOINT: HOARD
  SITUATION
  MINING COMPLEX HH-EPSILON-12
  HOARD
  26 MAY 3050
  The Ice Hellions included Hoard in their Fury campaign 
  not only for the planet’s mineral wealth but because of its 
  defenders. The Horses had left their holdings on Hoard relatively 
  undefended, leaving only a training Cluster of recently Blooded 
  trueborns in its defense. As an insult to the Horses, Khan 
  Tyler chose to attack the Horses’ mining capability with a unit 
  composed mostly of freeborns.
  GAME SETUP
  Recommended Terrain: Hoard (see p. 5)
  The Defender places the mapsheets in any legal configuration 
  and designates one edge as the Defender’s home edge. The 
  opposite edge is the Attacker’s home edge.
  Attacker
  Recommended Forces: Clan Ice Hellion’s Forty-fifth Striker 
  Irregulars
  The Attacker chooses his forces after the Defenders have 
  been determined and equals 100 percent of the Defenders total 
  deployed force. Attacking units may perform a combat drop 
  onto the battlefield using the Dropping Troops rules (see p. 22, 
  SO). Otherwise, they enter the battlefield from their home edge.
  Defender
  Recommended Forces: 
  Clan 
  Hell’s 
  Horses’ 
  Fifty-third 
  BattleMech Cluster
  The Defender’s force is determined first and may be deployed 
  anywhere on the battlefield.
  WARCHEST
  Track Cost: 500 WP
  Optional Bonus:
  +150 Moral high ground: All Attacking units are required to 
  adhere to standard Clan Honor rules at Level 1 (see p. 273–275, 
  TW) instead of using “pack zell” (see Special Rules).
  OBJECTIVES
  Partial payout. Destroy three-fourths of the Defender’s 
  force. [300]
  Settle the bet. Destroy all of the Defender’s force. [700]
  SPECIAL RULES
  The following rules are in effect for this track:
  Honor of the Pack
  The Attackers’ light and medium ’Mechs will follow a 
  modified version of zellbrigen. A single Star of light and/or 
  medium ’Mechs may concentrate fire on a single target. Once 
  that target has suffered any 3 critical hits, only one unit from the 
  Star may continue to duel that unit on subsequent turns.
  All of the Attacker’s heavy and medium ’Mechs will adhere 
  to zellbrigen (see p. 273–275, TW) as long as the Defenders do.
  Forced Withdrawal
  Units from both sides are operating under Forced Withdrawal 
  rules (see p. 258, TW) and will fall back as normal.
  AFTERMATH
  Not only did the Forty-fifth Striker Irregulars catch the 
  Horses’ training Cluster unaware with their batchall, the Hellions 
  performed a combat drop into the Circle of Equals, which 
  scattered the Horses across the battlefield. Star Colonel Karlotte 
  realized too late that the Horses’ supposed rout was a preplanned 
  response maneuver to a combat drop. The Horses regrouped at 
  a designated rendezvous point, and when the Hellions chased 
  them down, the recently graduated MechWarriors, Elementals, 
  and tank crews of the Fifty-third BattleMech Cluster began 
  challenging Ice Hellions to single combat. The Hellions, surprised 
  at the audacity of unproven troops, began to fall one by one and 
  were quickly driven off-planet.
  NEXT TRACK
  Touchpoint: Homer or Touchpoint: Londerholm
  
  [OPERATIONAL TURNING POINTS: REVIVAL PLACEMENT TRIALS]
  38
  MINI-CAMPAIGN: HELLION’S FURY ....
  Star Colonel Pillan Levine: The Hellions have insulted us and the glorious memory of Operation 
  KLONDIKE with these Liberation Day batchalls. We have already lost one outpost to their nonsense. 
  Shall we pool our resources and teach them a lesson they will not soon forget, quiaff?
  Star Colonel Chase Corbett: Aff. My ’Mechs and air support are already en route. If you can 
  catch up, you are more than welcome to join us so long as you do not steal all of our glory…
  —Communication between Coyote and Smoke Jaguar enclaves on Londerholm
  TOUCHPOINT: LONDERHOLM
  SITUATION
  RUINS OF VOSTOK
  LONDERHOLM
  2 JUNE 3050
  The Hellions’ Fury finally bit off more than they could chew. What 
  began on Londerholm as a promising, two-pronged offensive against 
  a Smoke Jaguar base and a Coyote outpost has devolved into several 
  days of frantic cat-and-mouse games. The Ice Hellion survivors of 
  both counterattacks have managed to reconnect near the outskirts 
  of a sordid monument to the Jaguars’ past. From the ruins of Vostok, 
  which was burned to the ground during the infamous Londerholm 
  revolt, Khan Stephen Tyler hopes to turn the battle around.
  GAME SETUP
  Recommended Terrain: Londerholm (see p. 5)
  The Defender places the mapsheets in any legal configuration. 
  Place 2D6 buildings of random type on Paved areas; these buildings 
  have half of their standard CF. If there are no Paved areas on the 
  chosen maps, distribute the buildings using any random method. 
  Designate 3D6 Rubble hexes per mapsheet. The Defender choses 
  their home edge; the opposite edge is the Attacker’s home edge.
  Attacker
  Recommended Forces: Clan Coyote’s Sixty-seventh Assault Cluster 
  and Clan Smoke Jaguar’s 212th Jaguar Reserve Cluster
  When using recommended forces, each Clan comprises half 
  of the Attacker’s deployed force. The Attacker’s forces equal 150 
  percent of the Defender’s deployed force. Half of the Attacking units 
  (Smoke Jaguar) deploy within 4 hexes of the Attacker’s home edge. 
  On Turn 2 the remaining half (Coyote) enter from any map edge 
  perpendicular to the Attacker’s home edge.
  Defender
  Recommended Forces: Clan Ice Hellion’s Seventh Attack Cluster 
  and 150th Hellion Lancers
  When using recommended forces, each Cluster comprises half 
  of the Defender’s deployed force. One-fourth of the Defender’s 
  units may be set up according to the rules for Hidden Units (see p. 
  259, TW). The remainder enter the battlefield from the Defender’s 
  home edge on Turn 1.
  WARCHEST
  Track Cost: 750 WP
  Optional Bonuses:
  +200 Hard rain: Apply the effects of Moderate Rainfall  
  (see p. 59, TO).
  +100 Air support: The Attackers may call in a Point of second-
  line aerospace fighters for air support (see p. 160–171, Tech Readout/
  Record Sheets: 3067). These will arrive on Turn 2 and may make a total of 
  3 passes over the battlefield before needing to return to base to refuel.
  OBJECTIVES
  Defend the khan! Khan Tyler’s unit must survive the track. See 
  Special Rules below. [700]
  Hold them off! Destroy half of the Attacking units. [500]
  Secure the gains. Destroy three-fourths of the Attacking units. 
  [700]
  SPECIAL RULES
  The following rules are in effect for this track:
  Ice Hellion Leadership
  The Defender secretly designates one Defending ’Mech from 
  the Seventh Attack Cluster as Khan Stephen Tyler. Khan Tyler has 
  Elite skills. As long as he remains on the battlefield, he conveys a 
  +2 Initiative bonus to all Defending units, in addition to any other 
  Initiative bonuses already in effect.
  Enduring Memories
  The Smoke Jaguar warriors would prefer to forget the 
  Londerholm revolt ever happened. Any time an Attacking Smoke 
  Jaguar unit chooses to enter a Building or Rubble hex, they must 
  spend an additional +1 MP to enter the hex. Any Piloting Skill rolls 
  made while a Smoke Jaguar unit occupies a Building or Rubble hex 
  suffer a –1 penalty.
  Clinging to Honor
  The Coyotes wish to teach the Ice Hellions a lesson in proper 
  honor. For this track, Attacking Coyote units must adhere to Clan 
  Honor Level 1 (see p. 273–275, TW) even if the Defending units do 
  not honor it in return.
  AFTERMATH
  Once the Smoke Jaguar garrison troops realized the Ice Hellions 
  were leading them to the ruins of Vostok, they approached the 
  ruins with a caution bordering on superstition. In the driving rain, 
  a detachment of Coyotes joined them. Unlike the Jaguars, the 
  Coyotes harbored no such compunctions over the locale and took 
  the battle straight to their agitators. Together the Coyotes and 
  Jaguars pressed the attack, intending to make the Ice Hellions pay 
  dearly for costing them territory. The Seventh and the 150th suffered 
  high casualties, but Khan Tyler, saKhan Lienet, and several Hellions 
  managed to slip away to their enclaves once the rain turned into 
  torrential downpour.
  Some believe the Smoke Jaguars got their ultimate vengeance 
  in a different way. A few weeks afterward, a bandit raid on the 
  Ice Hellions’ new Londerholm possessions killed Khan Tyler 
  and maimed saKhan Lienet. Although proving that the Jaguars 
  purposely leaked intelligence to bandit caste cells operating on 
  Londerholm is difficult, the timing of the attack seems far too 
  coincidental to ignore.
  NEXT TRACK
  The Hellions’ Fury campaign is over.
  
  Alpha Star 1
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Alpha Star 5
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Alpha Star 2
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Alpha Star 3
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Alpha Star 4
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  TRINARY ALPHA
  Charlie Star 1
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Charlie Star 5
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Charlie Star 2
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Charlie Star 3
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Charlie Star 4
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  TRINARY CHARLIE
  Beta Star 1
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Beta Star 5
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Beta Star 2
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Beta Star 3
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  Beta Star 4
  Type: ’Mech   Aerospace   Infantry   Mixed/Other
  Commanding Unit:
  Units:
  TRINARY BETA
  PLACEMENT TRIALS 
  PLAYER SHEET PAGE 1
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  AVAILABLE FORCES
  Player:
  Unit Name:
  Unit Abilities:
  Clan:
  
  CAMPAIGN NOTES
  PLACEMENT TRIALS 
  PLAYER SHEET PAGE 2
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  Player:
  Unit Name:
  Unit Abilities:
  Clan:
  Options Used
  +/-
  +/-
  Objectives Gained
  Repair/Healing Costs
  Final SP:
  Clan:
  Opponent:
  Track Cost (SP): 
  Starting SP:
  Won 
  Lost
  Round Score:
  Total Score: 
  Tournament Points Earned:
  +/-
  ROUND 1
  Options Used
  +/-
  +/-
  Objectives Gained
  Repair/Healing Costs
  Final SP:
  Clan:
  Opponent:
  Track Cost (SP): 
  Starting SP:
  Won 
  Lost
  Round Score:
  Total Score: 
  Tournament Points Earned:
  +/-
  ROUND 3
  Options Used
  +/-
  +/-
  Objectives Gained
  Repair/Healing Costs
  Final SP:
  Clan:
  Opponent:
  Track Cost (SP): 
  Starting SP:
  Won 
  Lost
  Round Score:
  Total Score: 
  Tournament Points Earned:
  +/-
  ROUND 5
  Options Used
  +/-
  +/-
  Objectives Gained
  Repair/Healing Costs
  Final SP:
  Clan:
  Opponent:
  Track Cost (SP): 
  Starting SP:
  Won 
  Lost
  Round Score:
  Total Score: 
  Tournament Points Earned:
  +/-
  ROUND 2
  Options Used
  +/-
  +/-
  Objectives Gained
  Repair/Healing Costs
  Final SP:
  Clan:
  Opponent:
  Track Cost (SP): 
  Starting SP:
  Won 
  Lost
  Round Score:
  Total Score: 
  Tournament Points Earned:
  +/-
  ROUND 4
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Operational Turning Points - Revival Placement Trials.pdf