There’s nothing on Sigmus Prioria 5. This is the most boring outpost in the IS, if moss grows on a tree everyone cheers. Only the rawest recruits, or the most desperate merc units work on this planet. A hodge-podge of equipment & people, w/little experience & damaged equipment “defends” this little slice of paradise. But who cares? No one cares about this planet. So why are House Davion SF mechs appearing outside?
What one man has, another man wants and thus conflict is born. Some will fight for House or honor or ideal, and some just fight for the credits. Both sides will earn their paychecks as one rag-tag band of mercenaries attacks another on a forgettable ridge on a backwater planet where only those who fight and those who pay them will care about the outcome, and only those who fight will remember the day and the dead.
Another five-way brawl for control of Neal's head, this time in a volcanic hellscape! Kill a mech, KEEP the mini! Survive the event KEEP your mini! Prizes for winning team and MVP awarded! Special, customized victory conditions for each team.
Often maligned and discounted in major battles, pushed aside to the periphery of conflicts, what happens when two companies of light mechs meet in a relatively open arena? No mech more than 40 tons, and the speeds are insane–will anybody be able to hit each other? Will we run out of space? To WAR insects and arachnids! Today is your day to shine! Who shall emerge victorious when the light mechs unleash?
The invasion forces have landed and encountered the defenders’ main line of resistance along a riverbank. Both sides are fresh and eager to engage. Can the defenders keep them at bay, or will the assault lances of the invaders punch through them and roll on to seize the capital? You can play one, many or all of the battles. You don’t need to have played in any of the previous or later battles.
The invaders are sending a flanking force in an attempt to encircle the defenders. Stretched thin, the planet’s defenders have scrounged up a screening force to hold off the flankers and allow the main body to withdraw in good order. The dense wilderness forest & gullies host this terrible struggle. You can play one, many or all of the battles. You don’t need to have played in any of the previous or later battles.
A cat and mouse game plays out in the badland’s canyons. The invaders must clear this area in order to move on the capital. But the defenders’ tenaciousness and knowledge of the canyons allows them to lay ambush after ambush, keeping the invaders constantly on their guard and moving slowly. You can play one, many or all of the battles. You don’t need to have played in any of the previous or later battles.
The final showdown as the invading forces enter the capital and savage urban combat ensues. The grind of the long campaign weighs heavily on both sides, yet the weary combatants continue to slug it out in the streets. No more reserves, no more fallback positions, the war will be decided here…now. You can play one, many or all of the battles. You don’t need to have played in any of the previous or later battles.
Who kicks dirt in the Dragon’s eye in his own house? YOU do! (Well half of you do) House Kurita is shamed by a daring raid attacking a sacred location, now the Dragon’s Claws are dispatched to punish the fools before they can escape. Bodies of the gaijin will feed the worms while their blasted and rusting mechs will stand as eternal warning to those who cross the Dragon! Of course, no plan survives first contact.