TEXT: 22
  “Littlegate Road, clear.”
  “Nothing on Bulsara.”
  “All right, Epsilon Squad proceed east to Normandie. Link up 
  with Theta at Grantham.”
  “Roger that, Alpha One. Proceeding to Normandie.”
  “Alpha One, this is Beta Four. I’ve got movement at ten o’clock 
  high. Requesting backup at Hollingford and K—”
  “Beta Four? Say again, Four.”
  “...”
  “Beta One, what’s your status? Do you have eyes on Four?”
  “...”
  “Beta One, respond.”
  “—ounded! Four’s down, Two’s dead. Maybe eight, nine hos-
  tiles at multiple attack vectors. Send us some stravag backup, 
  now! Looks like our—”
  “One! Freebirth! Epsilon, get your asses to Hollingford and 
  Kane right now. Theta, circle around the Eldred Ave side, see if 
  you can’t flush out our hostiles.”
  “Roger, Alpha One.”
  “Roger that.”
  “Alpha One, this is Beta Three. One’s dead, AP round to the 
  forehead. Listen, we really need those Constables, sooner rather 
  than later. I’ve got two combat-mod Dig Lords converging on 
  my pos and it would really help to have that extra firepower.”
  “Constables are on the way, Three. Sit tight.”
  freaks Come  
  out at night
  SITuATION
  Nasew, North Nanturo
  Vega, The Republic of the Sphere
  18 August 3136
  Vega was free from the scourge of the Warlords, but not every-
  one was happy that the Ghost Bears were sticking around, even if 
  they were trying to rebuild the shattered planet. Many of the op-
  position chose to work within the system, forming political parties 
  and helping create an interim government in the hopes that the 
  sooner Vega got back on its feet the sooner the Bears would go 
  back from whence they came. Others, however, chose a more direct 
  and violent approach. Just weeks after the last of the Warlords and 
  their collaborators had been executed, the first of what would soon 
  become many attacks on Ghost Bear forces occurred. By mid 3136, 
  these attacks were coming about once a month.
  On 18 August, scattered reports of anti-Clan vandalism and violence 
  in the remains of what was once the Financial District of Nasew drew a 
  contingent from the Ghost Bear Paramilitary Police, who decided they 
  could handle whatever the local troublemakers could throw at them 
  without calling in forces from Omega Galaxy. When they arrived, they 
  found the area deserted but soon realized they were not alone.
  GAME SETuP
  Recommended Terrain: Light Urban or Heavy Urban (see p. 263, TW)
  Set up two mapsheets with their long edges adjoining.
  To represent the damage done to the city during the preceed-
  ing years of chaos, replace all building hexes as follows: Light and 
  Medium buildings become Rubble hexes, Heavy buildings become 
  Ultra Rubble hexes (see p. 39, TO), and Hardened buildings become 
  Light buildings.
  The Defender selects one edge of the map to be his or her home 
  map edge; the Attacker’s home edge is the opposite end of the map. 
  The Attacker sets up his forces before the start of play while the De-
  fender’s forces enter the map from their home edge on Turn 1.
  Squad Deployment rules can be used for this track (see p. 27, TO).
  Attacker
  Recommended Forces: Ghost Bear Paramilitary Police
  The paramilitary police force from East Central District consists 
  of points of Clan Mechanized Infantry troopers (see p. 209, Techni-
  cal Readout: 3085). For every two points of Mechanized Infantry 
  fielded, the paramilitary police may deploy a point of troops in 
  Constable pacification suits.
  The Attacker’s troops are of Veteran skill level.
  Defender
  Recommended Forces: Anti-Clan insurgents
  The Defender’s forces consist of Motorized Heavy Infantry 
  (see p. 209, Technical Readout: 3085). For every one point of 
  infantry deployed by the Attacker, the Defender may field 
  one infantry platoon. For every point of Constable pacifica-
  tion suits the Attacker deploys, the Defender may field two  
  infantry platoons.
  Half of the Defender’s forces may be set up using Hidden 
  Units rules.
  The Defender’s troops are of Regular skill level.
  WARCHEST
  Track Cost: 200 WP 
  Optional Bonuses:
  [+50] In the dark of night: The battle takes place in Moonless 
  Night conditions (see p. 58, TO).
  [+100] Rebuilding takes time: Due to the damage done to 
  Vega during the years of chaos, much of Nasew is in bad shape. 
  Each player may select one hex per unit fielded and apply either 
  Fire, Smoke or Hazardous Liquid Pools terrain modifications (see 
  pp. 43-49, TO).
  
  23
  OBJECTIVES
  1.) Exterminate the vermin. Destroy at least 75% of the oppos-
  ing force. (Reward: 300)
  2.) Take ‘em to the box! (Attacker only) For each insurgent in-
  fantry trooper captured for interrogation back at the stationhouse. 
  Capture is achieved when there is only one trooper remaining alive 
  in a squad and an Attacker infantry squad (either Clan Mechanized 
  Infantry or Constable armor) ends a turn in the same hex as the 
  surviving trooper. (Reward: 50)
  3.) Trial by fire. (Defender only) The Dig Lord pilot must survive 
  the track and achieve at least two unit kills. (Reward: 50)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Aid the Resistance
  If they can hold out long enough, the Defender will receive help 
  from other insurgents in Nasew. During the Movement Phase of 
  Turn 4, a combat-modified Dig Lord MiningMech may enter the 
  map board from the Defender’s home edge. The Dig Lord pilot is 
  of Green skill level.
  Send Some Backup
  Beginning with the End Phase of Turn 5, the Attacker has the 
  option of calling in some heavier firepower for backup. This backup 
  can consist of either two PM6 Peacemaker PoliceMechs (see Jihad 
  Turning Points: Atreus) or two CPK-65 Copper SecurityMechs (see p. 
  222, Technical Readout: Vehicle Annex) or one of each. These rein-
  forcements will arrive from the Attacker’s home map edge one full 
  turn after they are called in.
  Being forced to call in reinforcements has a negative effect on 
  the morale of the Attacker’s troops, however, and once backup has 
  been requested, the Attacker suffers a –2 Initiative penalty for the 
  rest of the track.
  Forced Withdrawal
  Neither side is subject to Forced Withdrawal rules (see p. 258, TW) 
  unless they have lost 75% or more of their forces.
  In addition, the Defender must make a morale check when 
  Forced Withdrawal rules come into effect. Roll 2D6 against a target 
  number of 5, modified as follows: +1 for every two infantry squads 
  destroyed, +2 if the Dig Lord MiningMech has been crippled or de-
  stroyed, +3 if the Attacker’s backup is on the field. A successful roll 
  means the Defender’s forces will remain on the field to fight—and 
  probably die—for their cause.
  AFTERMATH
  The attack on the Financial District was but one of many such 
  violent acts that kept the Ghost Bear forces active. By the end 
  of 3136, those who saw themselves as freedom fighters against 
  Clan oppression had escalated to laying ambushes for actual 
  Ghost Bear military forces and the native Vegan troops who were 
  being trained by them. Though she could never prove it, Galaxy 
  Commander Bekker suspected that certain individuals within the 
  interim government, notably Speaker of Labor Chance Elba, main-
  tained ties to these terrorist cells and supplied them with money 
  and information to keep up the pressure on the Bears.
  
  Constable [LMG]
  Era: Dark Age
  3
  Jump: 3
  171/24
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Light Machine Gun (Body)
  1 [DB,S]
  2
  4
  6
  Searchlight
    [E]
  9
  Constable [LMG]
  Era: Dark Age
  3
  Jump: 3
  171/24
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Light Machine Gun (Body)
  1 [DB,S]
  2
  4
  6
  Searchlight
    [E]
  9
  Constable [LMG]
  Era: Dark Age
  3
  Jump: 3
  171/24
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Light Machine Gun (Body)
  1 [DB,S]
  2
  4
  6
  Searchlight
    [E]
  9
  Constable [LMG]
  Era: Dark Age
  3
  Jump: 3
  171/24
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Light Machine Gun (Body)
  1 [DB,S]
  2
  4
  6
  Searchlight
    [E]
  9
  Constable [LMG]
  Era: Dark Age
  3
  Jump: 3
  171/24
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Light Machine Gun (Body)
  1 [DB,S]
  2
  4
  6
  Searchlight
    [E]
  9
  2011
  
  Constable [SRM]
  Era: Dark Age
  3
  Jump: 3
  226/32
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Searchlight
    [E]
  9
  SRM 1 (Body)
  2/Msl [M,C,S]
  3
  6
  9
  Ammo O O O O 
  Constable [SRM]
  Era: Dark Age
  3
  Jump: 3
  226/32
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Searchlight
    [E]
  9
  SRM 1 (Body)
  2/Msl [M,C,S]
  3
  6
  9
  Ammo O O O O 
  Constable [SRM]
  Era: Dark Age
  3
  Jump: 3
  226/32
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Searchlight
    [E]
  9
  SRM 1 (Body)
  2/Msl [M,C,S]
  3
  6
  9
  Ammo O O O O 
  Constable [SRM]
  Era: Dark Age
  3
  Jump: 3
  226/32
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Searchlight
    [E]
  9
  SRM 1 (Body)
  2/Msl [M,C,S]
  3
  6
  9
  Ammo O O O O 
  Constable [SRM]
  Era: Dark Age
  3
  Jump: 3
  226/32
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Battle Claw (2)
    [E]
  Cutting Torch
    [E]
  Cutting Torch
    [E]
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Heavy Grenade Launcher
  1 [DB,S]
  1
  2
  3
  Searchlight
    [E]
  9
  SRM 1 (Body)
  2/Msl [M,C,S]
  3
  6
  9
  Ammo O O O O 
  2011
  
  Copper CPK-65 SecurityMech
  4
  6
  0
  25
  (Industrial)
  325
  Era: 
  Civil War
  Inner Sphere
  2011
  (6)
  (8)
  (8)
  (10)
  (7)
  (7)
  (10)
  (10)
  (4)
  (6)
  (4)
  (6)
  (6)
  (4)
  (4)
  (8)
  (6)
  (6)
  1
  Searchlight
  RT
    [E]
  170
  1
  Searchlight
  LT
    [E]
  170
  2
  Machine Gun
  RA
  0
  2 
  [DB,AI]
  1
  2
  3
  1
  SRM 2
  LA
  2
  2/Msl 
  [M,C,S]
  3
  6
  9
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  SRM 2
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Machine Gun
  Machine Gun
  Ammo (Machine Gun) 200
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Roll Again
  Roll Again
  Searchlight
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Searchlight
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  3 (3)
  Single
  O
  O
  O
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Dark Age Turning Points - Vega - BC Exclusive Track.pdf