TEXT: TM
  A bAttletech historicAl sourcebooks compAnion
  
  BATTLETECH
  TM
  35TP012
  ®
  ®
  ©2013 The Topps Company Inc. All rights Reserved. Historical Turning Points: New Dallas, Classic BattleTech, BattleTech, 
  BattleMech and ’Mech 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.
  Under License From
  Historical turning Points
  nEW Dallas
  TM
  
  Near Fort resolute
  New Dallas, terraN HegemoNy
  22 marcH 2787 
  Captain Paul Holekamp held the antique pocket watch he pulled from 
  his cooling suit’s vest pocket and rubbed his fingers over the well-worn 
  metal. Alone in the cockpit of his Crusader, he turned the watch back and 
  forth, moving it just enough to catch the last rays of New Dallas’s setting 
  sun. Even in the dim light, he could make out the inscription carved into 
  the back: “With all my love, Jenny.” 
  My Jenny. 
  She was gone. They all were. Every last man, woman, and child in Caddo 
  City, vaporized in an instant—a gift from the Free Worlds League for re-
  fusing to surrender their home. His unit had fought to resist the Marik 
  invasion of New Dallas, but despite their best efforts, the Rangers were 
  unable to dislodge the League. They had inflicted casualties, of course, 
  but in the process had been whittled down to nearly nothing—just like 
  New Dallas. Now he was the ranking officer, a captain in charge of a lance 
  and the few stragglers they had rescued. 
  He started coughing and tasted blood. Radiation poisoning, another 
  Marik gift.
  Damn Kerensky, he thought to himself. Damn him for abandoning us 
  when we needed him the most.
  His comm board beeped to life. “Contact. Point 145, and moving fast,” 
  Lieutenant Warren whispered, his thick, South Fork accent barely punctu-
  ated over the cockpit’s speakers. 
  “Confirmed, Hunter Three. Do we have a positive identification?” Hole-
  kamp jammed the watch back into his pocket and awaited a reply.
  “Roger, Ranger One. We have one-eight Atreans. Positive ID on the 
  Third Dragoons.” 
  Holekamp connected his tactical feed to Warren’s Exterminator. The 
  screen showed eighteen fast-moving contacts headed their direction.   
  “Okay, Hunter Three, reel ’em in.” 
  The telltale sound of LRM detonations rolling over the horizon was the 
  lieutenant’s only reply. With any luck, the Dragoons would take the bait and 
  follow Warren back to the militia. He switched his comm over to the com-
  mand’s open frequency. “We have incoming,” he growled as he brought his 
  Crusader into a short trot. A chorus of acknowledgements and status reports 
  popped up on his secondary display while the remainder of his lance—
  Marty’s Black Knight, Sam’s Thug, and Charlie’s old 2N Rifleman—pulled in 
  behind him. None of his ’Mechs were in good shape; a week of heavy fighting 
  while on the run was beginning to show. Replacement armor patches were 
  unpainted, and Charlie’s Rifleman still sported Marik colors. Only a big, silver 
  star hastily painted across its chest indicated it was part of the militia. 
  Holekamp took a moment to eye the terrain around their position. 
  They had selected good ground to spring their trap—a wide winding 
  trench that ran along one of the few access points to the old SLDF base. It 
  was a natural choke point, and with any luck his Rangers would catch the 
  Marik ’Mechs in enfilade.
  Pushing the throttle, Holekamp was taking his Crusader toward the 
  edge when movement triggered a warning ping on his HUD. A red 
  contact appeared, then others, moving toward them. Sadly, Warren’s 
  IFF wasn’t among the contacts, and he hoped the spry Exterminator had 
  managed to disengage. He waited, weapons at the ready; the Dragoons 
  were only minutes from the target area.
  Just a little more. 
  A shape appeared, shaded because of the angle of the setting sun and 
  the curve of the depression, but Holekamp could make it out. It was a 
  Wolverine, painted in the green and light gray livery of the Atrean Dra-
  goons. Without hesitation, he rose and took aim, his anger conquering 
  his restraint; his carefully-laid plan was discarded the moment he saw the 
  Marik BattleMech. 
  He held his Crusader’s blocky forearms forward, launching more 
  than a dozen LRMs. Corkscrewing through the fading light, the missiles 
  rocked the smaller machine, peppering hits across its upper torso and 
  head. The Marik ’Mech fell back, armor plates radiating outward. An 
  autocannon—he wasn’t sure whose—stitched a line of shells across 
  the Wolverine’s torso. One of them struck the open SRM ports near the 
  ’Mech’s head, which exploded in a blinding flash and tore the smaller 
  Atrean ’Mech in half.
  There was no ejection.
  Ammunition detonation. He smiled. That one’s for you, Jenny. 
  Through the smoke he could make out the Wolverine’s companions: 
  two full companies. Still keyed into the militia’s general frequency, he 
  screamed, “For New Dallas!” as he threw his Crusader into a gallop aimed 
  directly at the center of their line. The rest of the militia followed, hollering 
  their best rebel yells. Moving full tilt toward the Atreans, Holekamp didn’t 
  even bother targeting. He just fired salvo after salvo of missiles as quickly 
  as his weapons would cycle.
  With the element of surprise ruined, return fire from the Dragoons 
  was tremendous. Holekamp winced as the combined fire of six Dragoon 
  ’Mechs disemboweled Charlie’s battered Rifleman advancing beside 
  him. To his left, Marty’s Black Knight reeled under its own halo of im-
  pacting fire, but his PPC and lasers were still spitting out shots at a rate 
  far faster than even his double heat sinks could dissipate. The battle 
  degenerated into a swirling melee, and Holekamp salvoed all six of his 
  ’Mech’s missile packs into a nearby Griffin—spiking his own heat well 
  into the red—with countless LRMs and SRMs making impact, hitting 
  the lighter machine across its upper torso. The Griffin fell backward and 
  didn’t get up again.
  Holekamp worked to catch his breath. The heat in his cockpit was un-
  bearable, and sweat stung his eyes. Auto shutdown alarms sounded, but 
  he slapped the override. There was no way he was shutting down.  
  Movement to his immediate left caught his eye; Marty’s Black Knight 
  exploded as three full salvos of LRMs descended on him. He spotted the 
  source—a pair of Archers—and lifted his arms to flush his LRM racks again, 
  only to hear the warning buzz indicating his magazines were empty. Side-
  stepping his Crusader toward the wreckage he started to cough again, 
  and tasted more blood.
  Jenny, I’ll see you soon. 
  Ignoring enemy fire, Holekamp reached down and pried the PPC off of 
  the downed Black Knight, holding it in two hands like a baseball bat, and 
  charged the two BattleMechs who killed his friend. A wall of missiles met 
  him, other Dragoon ’Mechs added their fire, and his Crusader collapsed, 
  its engine cored. As he hit the ground, the last thing he saw was Sam’s 
  Thug advancing one step at a time, her weapons firing again and again 
  and again.
  They were finished. The Hegemony was finished.
  New Dallas was lost. 
  Parting gifts
  1
  
  CREDITS
  Project Development: Ben H. Rome
  BattleTech Line Developer: Herb Beas
  Writing: Joshua C. Perian
  Editing: Philip A. Lee
  Production Staff
  Cover Design and Layout: Ray Arrastia
  Evolved Faction Logos Design: Jason Vargas
  Maps and Logos: Ray Arrastia
  Record Sheets: Johannes Heidler
  Factchecking/Playtesting: Chris Wheeler, Terence 
  Harris, Paul Sjardijn, Paul Bowman, Elliotte Want, Rich 
  Cencarik, Jason Paulley, Mike Miller, Darrell Myers, 
  Andreas Rudolph, Bruce Ford, Eugen Fournes, Ross 
  Hines, Bryan Compton, Eric Salzman, Glenn Hopkins, 
  William Gauthier.
  Special Thanks: To Ben, for letting me take a crack at 
  something a little different and for answering all of my 
  questions. You’re a legend. To my mom, who bought 
  my first BattleMech. This is YOUR fault. To my amazing 
  wife—you’re the best lancemate this ’Mech jockey 
  could hope for. Lastly, to the BattleTech fans. I hope 
  you like this one.
  For more general information about the history of 
  New Dallas, see the sourcebooks Technical Readout: 
  3075 and Historical: Liberation of Terra Volume I.
  NOTE!
  The last four pages of this PDF are sized for 11” x 17” paper. Please keep 
  this in mind when printing out the document.
  W
  elcome to Historical Turning Points: New Dallas, a campaign designed to give players the opportunity to fight in one of the 
  landmark conflicts of the Inner Sphere’s tumultuous history.
  The general information contained in the atlas and combatants sections gives players the tools needed to fight an infinite 
  number of engagements on New Dallas, while the track section gives details on some of the larger and more pivotal battles of the 
  planetary struggle. These can also be used with standalone games set in the Star League, Succession Wars, and Jihad eras.
  The atlas section presents a global view followed by some quick facts about New Dallas. Included in this section are 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 provide ideas on 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.
  The combatants section gives details on the units who participated in the conflict and can be used by players who wish to add 
  authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each side are 
  left undetermined. This allows the players to pursue the tracks with different forces as they wish. The rough ratio of forces on each side is 
  provided as a guideline. Players should feel free to balance the forces in each track as they see fit, whether by battle value, tonnage, total 
  number of ’Mechs, or whatever else suits them.
  The tracks section presents several key battles that occurred on the world, though they are not the only ones. Players wishing to 
  incorporate these tracks into their Chaos Campaign campaigns should use the Warchest Points (WP) listed in brackets. Optional points 
  are awarded only if the group achieves at least one Objective while using the selected option. Objective points are cumulative as they 
  are achieved unless otherwise noted.
  The annex contains two official Record Sheets. The first is the customized Rifleman II of Major General Carlos Kataga, senior SLDF officer 
  before Operation APOTHEOSIS, followed by the custom configuration Rampage of General Viktoria Benboudaoud, Commander of all Rim 
  Worlds forces garrisoning New Dallas at the start of the Amaris Coup.
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  Historical turning Points
  nEW Dallas
  TM
  2
  
  ATLAS
  3
  4
  R E U N I O N
  E L L U M
  T R I N I T Y
  LAKE 
  GALVEZ
  Port 
  Vera
  Rockford
  Town 
  en 
  Dangle
  Galvez 
  City
  Paradiso
  Culver
  Washington
  Sequoyah
  North 
  Jasper
  Moonlight
  Castro
  New 
  N’Hampshire
  Sierra 
  Tercero
  Vítejte
  San 
  Teresa
  Sparta
  Caddo 
  City
  Fortress 
  Goliad
  Fort 
  Resolute
  Fort 
  Jacinto
  Fortress 
  Bexar
  B R A Z O S 
  O C E A N
  B A J A 
  O C E A N
  New 
  Angelo
  CAPROCK 
  MIDLANDS
  NEW DaLLaS
  appointed Ruler (2766): Governor Titus Clay (3068) None
  Star Type (Recharge Time): K8VI (199 hours)
  Position in System: 2
  Time to Jump Point: 3.47 days
  Number of Satellites: 2 (Pecos, Franklin)
  Surface Gravity: 0.86
  atm. Pressure (2766): High (Breathable) (3068) Very High (Toxic – CO2 
  and Methane)
  Equatorial Temperature (2766): 47 ºC (Subtropical) (3068) 96 ºC 
  (Tropical) 
  Surface Water (2766): 62 percent (3068) 60 percent
  Recharging Station (2766): Zenith, Nadir (3068) None
  HPG Class (2766): A (3068) None
  Highest Native Life: Plants
  Population (2766): 3,427,840,000 (3068) None
  Socio-Industrial Levels (2766): A-B-A-B-A (3068) None
  
  ATLAS
  nEW Dallas
  Initially a marginally habitable rock, extensive terraforming of the 
  planet’s inhospitable atmosphere turned New Dallas into an ideal planet 
  for settlement. Dominated by three major landmasses—Reunion, Ellum, 
  and Trinity—and two large oceans, the planet enjoyed rich soil, vast 
  savannahs, and thick forests. Abundant water and long growing seasons 
  made the planet ideal for agriculture, and during the Star League New 
  Dallas supplied the needs of more than a dozen neighboring systems. 
  While stable, the subtropical environment was prone to massive season-
  al thunderstorms, a result of the planet’s terraformed ecology. Reunion 
  and Trinity in particular, with their vast flat plains and long coasts, would 
  suffer gale-force winds and tornadoes during the spring and fall months. 
  Caddo City, the planetary capital and first settlement, was located 
  along the Brazos Ocean in the northern hemisphere. Formerly a collec-
  tion of underground habitats built to protect colonists from the planet’s 
  sweltering heat and thick atmosphere, it eventually became Dallas’s larg-
  est city, despite its intense seasonal storms. After terraforming, many of 
  the original habitats were repurposed or sealed. One such facility was the 
  “boneyard” bunker converted by the New Dallas Militia. During the First 
  Succession War forces from House Marik leveled the city with nuclear 
  weapons.
  Lake Galvez, the largest body of fresh water on Reunion, had no less 
  than five major cities along its shores and was home to the planet’s large 
  technology industry. During Operation CHIEFTAIN, the SLDF utilized the 
  many DropPorts along the lake to establish a beachhead for the invasion. 
  The area saw heavy fighting, and Republic troops destroyed the city of 
  Port Vera to cover their retreat off world.   
  Located in the Caprock Midlands on Trinity and once the location of an 
  inland sea, New Angelo was the most industrialized city on New Dallas, 
  after surface scans revealed reservoirs of oil. At the end of APOTHEOSIS, 
  bombardment by Rim Worlds WarShips demolished the city, releasing 
  millions of barrels into the countryside.  
  Before the Coup, New Dallas boasted three Castles Brian, dozens of SLDF 
  bases, a fleet port, and extensive training facilities. Fortress Goliad, the larg-
  est Castle Brian on Trinity, housed the planetary SDS command center. 
  The Amaris Coup devastated the planet’s industrial infrastructure and 
  engineered environment. Liberal use of orbital bombardment and heavy 
  fighting destroyed vast tracks of land. During the First Succession War 
  the Free Worlds League’s detonation of dozens of nuclear weapons ir-
  revocably destroyed what remained, and runaway heating of the planet’s 
  atmosphere rapidly reverted New Dallas to its natural state.
  By the Second Succession War New Dallas was a toxic, dead world.
  Mapsheets
  The following tables represent the categories of terrain found on the 
  battlefields of New Dallas. Players should create a playing area using 
  terrain suitable for the terrain type noted under Game Setup for each 
  track. Players using mapsheets may either select a map from the appro-
  priate table or randomly determine which map to use, unless otherwise 
  specified by the track. MS = Map Set, MSC = Map Set Compilation, BT = 
  BattleTech Introductory Box Set.
  If miniature rules are used instead of mapsheets, players should do 
  their best to mimic the type of terrain features and elevations found on 
  the listed mapsheets.
  Optional Rules
  If all players agree, the following particular effects from Total Warfare 
  (TW), Tactical Operations (TO), and Strategic Operations (SO) may be used 
  to add “New Dallas flavor” to specific eras of this campaign. 
  Base Terrain Types
  Level 1 Foliage (see p. 36, TO)
  Planted Fields (see p. 38, TO)
  Ultra Heavy Woods (see p. 40, TO)
  Terrain Modifications
  Roads, Dirt, and Gravel (see p. 51, TO)
  Terrain Conditions
  Low Gravity (see p. 55, TO)
  High Atmosphere (see p. 54, TO)
  Very High Atmosphere (see p. 55, TO)
  Radiological/Poisonous Atmosphere (see p. 56, TO)
  Forced Withdrawal
  Unless otherwise noted, the Forced Withdrawal rules (see p. 258, TW) 
  are in effect for all forces.
  Salvage
  Unless otherwise noted in an individual track, the Salvage rules (se p.191, 
  SO) may be used if the player achieves at least one Objective in the track.
  New Dallas MaPsHeeTs TaBle
  Prairie
  2D6 Result
  Map
  2
  City Street Grid/Park #2 (MS4, MSC1)
  3
  Open Terrain #2 (MS5, MSC2)
  4
  Scattered Woods (MS2, MSC2)
  5
  Rolling Hills #1 (MS3, MSC1)
  6
  Open Terrain #1 (MS5, MSC2)
  7
  BattleTech (MS2, MSC1)
  8
  Open Terrain #2 (MS5, MSC2)
  9
  Rolling Hills #2 (MS3, MSC1)
  10
  Battleforce 2 (MS6, MSC2)
  11
  Open Terrain #1 (MS5, MSC2)
  12
  Desert Hills (MS2, MSC1)
  ruiNs/urBaN
  2D6 Result
  Map
  2
  City (Hills/Residential)* #1 (MS3, MSC1)
  3
  City Street Grid/Park* #1 (MS4, MSC1)
  4
  City, Downtown (MS6, MSC2)
  5
  City, Suburbs (MS6, MSC2)
  6
  Seaport (MS7)
  7
  City, Suburbs (MS6, MSC2)
  8
  Drop Port #2 (MS7)
  9
  City, Skyscraper* (MS6, MSC2)
  10
  City Street Grid/Park* #2 (MS4, MSC1)
  11
  City (Hills/Residential)* #2 (MS3, MSC1)
  12
  Military Base* (MS7)
  *Place Medium and Heavy buildings of varying heights in each non-paved hex. For Ruins roll 2D6 
  for every hex containing a building. On a result of 6+, that hex is reduced to rubble.
  CoasTal
  2D6 Result
  Map
  2 
  River Delta/Drainage Basin #1 (MS4, MSC1)
  3 
  City, Suburbs (MS6, MSC2)
  4 
  Archipelago #1 (MS7)
  5 
  Coast #2 (MS7)
  6 
  Seaport (MS7)
  7 
  Coast #1 (MS7)
  8 
  Seaport (MS7)
  9 
  City, Downtown (MS6, MSC2)
  10 
  Drop Port #2 (MS7)
  11 
  Coast #2 (MS7)
  12
  River Delta/Drainage Basin #2 (MS4, MSC1)
  Weather Conditions
  Storm (see p. 61, TO)
  Tornados (see pp. 61–62, TO)
  Extreme Temperatures (see p. 61, TO)
  4
  
  THe HeGeMoNy MeMoRy CoRe of New DALLAS
  tHE HEgEmony mEmory corE  
  of nEW Dallas
  A lifeless planet with a bloody past, New Dallas was a mere footnote 
  in history until the Devil’s Brigade mercenaries rediscovered an ancient 
  artifact in the early days of the Jihad. Their discovery revealed a secret 
  history, long buried and believed lost. 
  Centuries before the Star League, the Terran Hegemony made sure 
  New Dallas was supplied with the best technology—especially available 
  military technology. Designed to bind the world to the new nation, the 
  planet’s militia was one of the first in the Hegemony, outside of the military, 
  to obtain BattleMechs. In an action characteristic of an era when BattleM-
  echs were rare and valuable, New Dallas constructed a large “boneyard” 
  bunker to store mothballed machines when delivered new ones. 
  In addition to new technologies, New Dallas’s early years hosted 
  a large Hegemony Central Intelligence Directorate (HCID) presence. 
  Ostensibly on-planet to conduct intelligence operations outside of the 
  Hegemony, the truth was more complicated. Despite outward goodwill 
  toward New Dallas, Director-General Michael Cameron was suspicious 
  of the early colonists and ordered the HCID to covertly survey the local 
  population for signs of disloyalty. While the surveillance mission to 
  monitor the populace was unfounded and would ultimately end after a 
  decade, the HCID’s covert operations against the budding Great Houses 
  did not. Using the planet’s militia as cover, they maintained a secret infor-
  mation storage cache in a most unlikely location: the boneyard bunker.  
  When HCID operations did eventually move elsewhere, the memory 
  core remained connected to New Dallas’s military network and contin-
  ued to receive automatic updates, even though the storage depot had 
  long been replaced by newer facilities. By 2570, the bunker’s main sur-
  face entrance—located beneath the militia’s Caddo City barracks—had 
  been mothballed, its contents locked away.
  Throughout the Star League, the bunker and memory core would 
  languish undisturbed. Only Operation APOTHEOSIS affected the core, 
  albeit indirectly. When Rim Worlds troops failed to capture the New 
  Dallas HPG, they went on a rampage, destroying the HPG and as 
  much of the planet’s military and infrastructure as possible. Caught 
  unaware and unprepared, SLDF patrols fought fiercely against the 
  154th Amaris Dragoons, and fighting ravaged a large swath of the 
  capital—including the militia’s barracks—collapsing the surface 
  facilities covering the bunker’s entrance and concealing the un-
  derground structure even further. Unable to capitalize on the 
  SLDF’s surprise, however, the Rim Worlds soldiers were forced 
  to withdraw to their fortified bases, leaving the bunker—
  and its contents—undisturbed for the remainder of the 
  Amaris Coup. 
  Liberated by the SLDF in 
  2773, New Dallas was heav-
  ily damaged by the Star League 
  Civil War and had little time to 
  rebuild following the fall of the 
  Amaris Empire. The dissolution of 
  the Star League and Kerensky’s Exo-
  dus led to the Free Worlds League’s 
  invasion of the planet 
  in March 2787. 
  An important 
  world in Ke-
  nyon Marik’s 
  drive toward Terra, 
  the assault was a disaster 
  for the Free Worlds troops and 
  for New Dallas. 
  Tasked with securing the valuable Galvez region, the overconfident 
  Seventh Marik Militia, expecting little opposition, attempted to use the 
  same landing zones as the SLDF during Operation CHIEFTAIN. How-
  ever, incomplete intelligence failed to warn the Marik troops that several 
  well-prepared militia regiments were already massing in the area. The un-
  suspecting Seventh suffered heavy casualties and was forced to withdraw 
  to their DropShips, which were virtually wiped out along the shoreline.
  Their demise set the tone for the entire battle, and when the Third Atre-
  an Dragoons’ landings outside of Caddo City also met fierce opposition, 
  the invasion’s commander authorized the release of nuclear weapons to 
  avoid a similar fate. While the nuclear assault annihilated the militia and 
  most of the planet’s major population centers, by sheer accident the at-
  tack almost destroyed the memory core when a nearby ground burst in 
  the capital collapsed a portion of the underground bunker.
  Following the departure of the Free Worlds League, along with all of 
  the world’s remaining survivors, the memory core sat untouched for 
  almost three centuries.
  In 3068 information gathered by Chandrasekhar Kurita’s intelligence 
  apparatus—supplemented with data gleaned by Interstellar Expedi-
  tions—suggested that Terran Hegemony militias were once outfitted 
  with advanced Star League technology. Based on the intelligence, Kurita 
  ordered the Devil’s Brigade mercenary unit to mount an expedition to 
  New Dallas, a likely candidate for useful findings.
  Arriving 15 July, the Brigade initially found nothing—the Royal-quality 
  machines were long destroyed—and so they began conducting deep 
  scans of the planet’s ruins in search of possible SLDF depots. Their efforts 
  were interrupted 14 August when a Level III of Word of Blake troops—
  later identified as the Nineteenth Division—jumped into a nearby pirate 
  point. Dispatched from Terra after learning of the Brigade’s presence 
  on New Dallas, the Word temporarily drove away the mercenary Drop-
  Ships—in orbit to assist in the search of the capital—and conducted a 
  daring raid on the Brigade’s dig site. 
  The fight among the radioactive ruins was brutal, but the merce-
  naries’ battle-armored infantry surprised the Blakists, who withdrew 
  with heavy casualties—though not before they discovered the an-
  cient boneyard bunker. The Word’s brief retreat allowed a Brigade 
  expedition into the bunker’s interior. There, they uncovered and 
  secured the ancient memory core. 
  Still trapped, the Devil’s Brigade managed to flee the ruins 
  through a secret bunker exit. Deposited into the planet’s waste-
  lands, the Brigade spent days dodging Blakists patrols, hoping to 
  put enough distance between themselves and their pursuers to 
  arrange a pickup from their DropShips. On 20 August they there 
  were finally able to slip past the Word’s air cover after a major clash 
  outside the ruins of New Angelo. Forced 
  to leave most of the bunker’s recoverable 
  salvage behind, the Devil’s Brigade fled 
  New Dallas with the Hegemony Memory 
  Core still in their possession.
  5
  
  RANDoM ASSIGNMeNT TABLeS
  ranDom assignmEnt tablEs: nEW Dallas
  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 ran-
  domly assign pilot quality, see the appropriate tables in Total Warfare (see p. 273).
  Units marked with an asterisk (*) are four-legged (quad) BattleMechs. 
  New Dallas MiliTia
  2D6
  LIGHT ’MECHS
  MEDIUM ’MECHS
  HEAVY ’MECHS
  ASSAULT ’MECHS
  2 
  HNT-151 Hornet 
  SHD-2Hb Shadow Hawk
  MAD-1R Marauder
  THG-11Eb Thug
  3 
  STG-3Gb Stinger
  KTO-19b Kintaro
  WHM-6R Warhammer
  HGN-732b Highlander 
  4 
  THE-Nb Thorn
  KY2-D-02 Kyudo
  LNC25-05 Lancelot
  STC-2C Striker
  5 
  MCY-99 Mercury
  WVE-5N Wyvern
  CRD-2R Crusader
  LGB-7Q Longbow
  6 
  WSP-1A Wasp
  PHX-2 Phoenix Hawk
  FLS-8K Flashman
  STK-3F Stalker
  7 
  MON-66 Mongoose
  CRB-27 Crab
  BMB-12D Bombardier
  HGN-732 Highlander
  8 
  NTK-2Q Night Hawk 
  HBK-4G Hunchback
  BL-6-KNT Black Knight
  PLG-3Z Pillager
  9 
  FLC-4N Falcon
  WVR-6R Wolverine
  GLT-3N Guillotine
  AS7-D Atlas
  10 
  TLN-5V Talon
  LNX-9Q Lynx
  ARC-2R Archer
  LGB-7Q Longbow
  11 
  FFL-3A Firefly
  PXH-1b Phoenix Hawk
  TDR-55b Thunderbolt
  RFL-3N-2 Rifleman II
  12 
  LCT-1Vb Locust
  CRB-27b Crab
  WHM-6Rb Warhammer
  BLR-1Gbc BattleMaster
  riM worlDs rePuBliC
  2D6
  LIGHT ’MECHS
  MEDIUM ’MECHS
  HEAVY ’MECHS
  ASSAULT ’MECHS
  2 
  TLN-5W Talon
  PX-3R Phoenix
  ST-8A Shootist
  HGN-732 Highlander
  3 
  HSR-200D Hussar
  PXH-1 Phoenix Hawk
  BL-6-KNT Black Knight
  THG-11E Thug
  4 
  FS9-H Firestarter
  GRF-1N Griffin
  BMB-12D Bombardier  
  STK-3F Stalker
  5 
  LCT-1V Locust
  DV-6M Dervish
  OSR-2C Ostroc
  BNC-3M Banshee
  6 
  WSP-1A Wasp
  HBK-4G Hunchback 
  ARC-2R Archer
  GOL-1H Goliath*
  7 
  STG-3R Stinger
  SHD-2H Shadow Hawk
  TDR-5S Thunderbolt
  VTR-9B Victor
  8 
  FFL-3A Firefly
  WVR-6R Wolverine
  CRD-2R Crusader
  RMP-2G Rampage
  9 
  MCY-99 Mercury
  PX-4R Phoenix
  OSR-2C Ostroc 
  BLR-1G BattleMaster
  10 
  JVN-10N Javelin
  CRB-27 Crab
  WHM-6R Warhammer
  LGB-0W Longbow
  11 
  MON-66 Mongoose
  KTO-19 Kintaro
  CPLT-C1 Catapult
  AWS-8Q Awesome
  12 
  THE-N Thorn
  LNX-9Q Lynx
  CHP-1N Champion
  RMP-4G Rampage
  Free worlDs league
  2D6
  LIGHT ’MECHS
  MEDIUM ’MECHS
  HEAVY ’MECHS
  ASSAULT ’MECHS
  2 
  MON-66 Mongoose
  WVR-6R Wolverine
  MAD-1R Marauder
  EMP-6A Emperor
  3 
  SDR-5V Spider
  DV-6M Dervish
  CHP-1N Champion
  BNC-3M Banshee
  4 
  HER-1S Hermes
  TBT-5N Trebuchet
  CRD-2R Crusader
  STC-2C Striker
  5 
  TLN-5W Talon
  HER-2S Hermes II
  RFL-3N Rifleman
  BLR-1G BattleMaster
  6 
  LCT-1V Locust
  PHX-1 Phoenix Hawk
  WHM-6R Warhammer
  AWS-8Q Awesome
  7 
  WSP-1A Wasp
  HOP-4B Hoplite
  ON1-K Orion
  STK-3F Stalker
  8 
  NTK-2Q Night Hawk
  GRF-1N Griffin
  WHM-6R Warhammer
  LGB-0W Longbow
  9 
   FLE-15 Flea
  HBK-4G Hunchback
  OTL-4D Ostsol
  AWS-8R Awesome
  10 
   FS9-H Firestarter
  SHD-2H Shadow Hawk
  TDR-5S Thunderbolt
  VTR-9A Victor
  11 
  THE-N Thorn
  WTH-1 Whitworth
  ARC-2R Archer
  CP-10-Z Cyclops
  12 
  UM-R60 UrbanMech
  ASN-21 Assassin
  OSR-2C Ostroc
  PLG-3Z Pillager
  worD oF Blake
  2D6
  LIGHT ’MECHS
  MEDIUM ’MECHS
  HEAVY ’MECHS
  ASSAULT ’MECHS
  2 
  LCT-5M Locust
  LGH-6W Lightray
  ST-9C Shootist
  SPT-N3 Spartan
  3 
  NXS2-B Nexus
  RJN-200-B Raijin II
  GLT-6WB Guillotine
  VNQ-2B Vanquisher
  4 
  OTT-9CS Ostscout
  INI-02 Initiate
  ARC-8M Archer
  KGC-005 King Crab
  5 
  GUR-2G Gurkha
  BLF-21 Blue Flame*
  LNC25-04 Lancelot
  LGC-02 Legacy
  6 
  FNHK-9K1B Falcon Hawk
  HER-5C Hermes II
  TYM-1A Toyama
  GRN-004 Grand Crusader II
  7 
  HSR-500-D Hussar
  CRB-30 Crab
  WHF-3B White Flame*
  THG-12E Thug
  8 
  NXS1-B Nexus
  RJN-200-A Raijin II
  RLF-7M Rifleman
  VNQ-2A Vanquisher
  9 
  GUR-4G Gurkha
  SHD-7CS Shadow Hawk
  DRG-6FC Dragon Fire
  LGC-01 Legacy
  10 
  NXS2-A Nexus
  KTO-21 Kintaro
  TDR-9M Thunderbolt
  GRN-003 Grand Crusader II
  11 
  MCY-102 Mercury
  KW2-LHW Lineholder
  EXC-D1 Excalibur
  MR-6B Cerberus
  12 
  ZPH-2A Tarantula*
  GRMR-PR30 Grim Reaper
  FLS-9B Flashman
  HGN-736 Highlander
  6
  
  CoMMANDeRS
  commanDErs
  CaRLOS KaTaGa
  Rank: Major General, commander of New Dallas’s SLDF 
  Born: 2694 (72 in 2766)
  A native of Lone Star, Carlos Kataga was a company commander in the 
  2775th Royal Dragoon Regiment. A decorated veteran of Breed, he was 
  rotated back to the Hegemony after Operation SMOTHER and spent his 
  career working to develop training programs for future Royal soldiers. 
  Before Operation APOTHEOSIS, Kataga’s training camps were the final 
  stop for many new Royals before heading to the Periphery. A critic of 
  First Lord Cameron’s invitation of Rim Worlds troops into the Hegemony, 
  he worked closely with New Dallas Governor Titus Clay to ensure the 
  world’s defense remained firmly in SLDF hands, going so far as to assign 
  fresh recruits to active combat patrols. Though APOTHEOSIS caught the 
  Hegemony by surprise, Kataga was quick to organize a counteroffensive 
  against New Dallas’s Rim Worlds garrison, personally taking to the field in 
  his Rifleman to lead his troops into battle.     
  General Kataga died in combat when Rim Worlds Admiral Otto Idowu 
  bombarded Fortress Goliad from orbit. Defiantly defending the Hegemo-
  ny, the general remained at his command post until Republic WarShips 
  buried the complex.
  Special abilities: General Kataga is a Veteran MechWarrior and adds 
  +2 modifier to all Administration, Tactics, and Strategy rolls. When fight-
  ing alongside SLDF troops, the SLDF gains a +2 Initiative bonus. Kataga 
  also has the Blood Stalker Gunnery special ability (see p. 219, ATOW), 
  which is used in defense of the Terran Hegemony or Star League. 
  VIKTORIa BENBOUDaOUD
  Rank: General, commander of the Sixty-second Republican Brigade 
  and 154th Amaris Dragoons
  Born: 2720 (56 in 2766)
  A distant cousin of Mohommad Selim, Viktoria Benboudaoud was 
  noted as a ruthless yet loyal soldier who relished the idea of conquering 
  the Hegemony. Placed in command of the prestigious Sixty-second Re-
  publican Brigade of the Sixth Republican Guards Division, Benboudaoud 
  was assigned to subdue New Dallas. Unfortunately, the resident SLDF 
  troops undermined her efforts to prepare for APOTHEOSIS and limited 
  her troops’ access to New Dallas’s more important defenses. While her 
  early efforts would fail to subjugate New Dallas during APOTHEOSIS, her 
  command still managed to seize control of the jump point SDSs, which 
  would play a key role in the final conquest of the planet. 
  Knowing she had failed the First Consul, Benboudaoud led her 
  outnumbered command against the SLDF, dying in the cockpit of her 
  Rampage, fighting Star League ground forces after they overran her posi-
  tion outside Fort Resolute.       
  Special abilities: Viktoria Benboudaoud is a Veteran MechWarrior 
  with the Hot Dog Piloting special ability (see p. 222, ATOW). She also 
  has the Impatient trait and Bad Reputation when dealing with SLDF or 
  Hegemony personnel.  
  PHILLIP HOLEKaMP
  Rank: Captain in the New Dallas Militia
  Born: 2732 (55 in 2787)
  A captain in the 150th Royal BattleMech Division at the start of the 
  Amaris Coup, Phillip Holekamp fought through the XXIV Corps’s battle 
  for Talitha, witnessing firsthand Republican brutality against civilian 
  targets. A native of New Dallas, Holekamp survived the Hegemony cam-
  paign and retired from the SLDF to help rebuild his home. Refusing to 
  leave with Kerensky’s Exodus out of loyalty to the Hegemony and New 
  Dallas, Holekamp felt personally betrayed by the general, as he believed 
  Kerensky abandoned the Hegemony when it needed him the most. 
  Returning to the cockpit during the Free Worlds League invasion, 
  Holekamp led a fanatical defense against the invaders. 
  Special abilities: Phillip Holekamp is an Elite MechWarrior with the 
  Tactical Genius special ability (see p. 225, ATOW). Holekamp also has 
  the traits In for Life and Dependents in regards to New Dallas or the 
  Hegemony.
  VENLa SaHIN
  Rank: General, commander of the Seventh Marik Militia,  
  Third and Fifth Atrean Dragoons
  Born: 2723 (64 in 2787)
  The daughter of two force commanders who served Elise Marik in the 
  First Free Worlds Guards during the Marik Civil War, Sahin was weaned on 
  tales of service. Entering the FWLM after graduating from the prestigious 
  Princefield Military Academy, Sahin showed an affinity early on for the 
  cavalry tactics practiced by most of the Atrean regiments and quickly 
  rose through the ranks. 
  Commander of the Third Atrean Dragoons before Kerensky’s 
  Exodus, Sahin was promoted by Kenyon Marik in anticipation of the 
  invasion of the Terran Hegemony. Given operational control of two 
  additional regiments—the Seventh Marik Militia and Fifth Atrean 
  Dragoons—Sahin quickly secured Bordon before moving onto her 
  next target: New Dallas.
  A consummate professional dedicated to her craft, Sahin considered 
  every weapon in her arsenal viable if it ensured a quick victory.
  Special abilities: Venla Sahin is a Regular MechWarrior with the Ma-
  neuvering Ace special piloting ability (see p. 223, ATOW).
  combatants 
  This section lists the combat units active during certain eras of 
  the New Dallas campaign. The Experience Level indicates which 
  column to roll on using the Random Skills Table (see p. 273, TW) for 
  the combatants. 
  RAT shows which Random Assignment Tables (see p. XX) to use if 
  randomly determining a force. Abbreviations in italics are suggestions 
  for advanced RAT options. To build a unit (if not using a player-defined 
  unit from a campaign), follow the Unit Generation rules in Total Warfare 
  (see p. 264, TW). To see which faction tables to roll, see the RAT entry for 
  each combatant, taking care not to select any units that may not have yet 
  been constructed. This can be accomplished generally using the lowest 
  quality rated columns (C, D, or F), as more advanced equipment usually 
  fills in the higher-rated columns (such as A and B). Alternatively, when 
  applicable, choose a variant of the unit that did exist during the era in 
  place of one created later.
  For a more advanced game utilizing a broader range of ’Mechs, 
  vehicles and battle armor, players should feel free to also utilize the 
  RATs in Historical: Liberation of Terra Vol. I (HistLoT1), Field Manual: SLDF 
  (FMSLDF), Era Report: 2750 (ER2750), Field Manual: Updates (FMU), Field 
  Manual: Mercenaries, Revised (FMMR), Jihad Secrets: The Blake Docu-
  ments (BD), and A Time of War (ATOW). Note that because some of these 
  materials have a later in-universe date than this campaign, players 
  participating in an authentic era campaign will need to select a variant 
  of the unit that did exist in a specific era in place of one created later. 
  (Visit your local game store to purchase these additional products or 
  order them directly from www.battlecorps.com/catalog; PDFs for some 
  products are also available.)
  Unit Abilities are special game rules that apply to that unit in com-
  bat. 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 provide players a “feel” for the command during the New 
  Dallas campaign.
  7
  
  CoMBATANTS
  NEW DaLLaS MILITIa
  CO: General Samuel Dinwoodie 
  average Experience: Veteran
  RaT: New Dallas Militia
  Unit abilities: The militia may use Banking 
  Initiative and Off-Map Movement (see p. 192, 
  TO) and may deploy half of their units as Hid-
  den Units when they are the Defender.
  Notes: A volunteer brigade of retired SLDF 
  soldiers known as the Rangers, the militia was 
  afforded the best technology the Hegemony had to offer. Fanatically loyal 
  to their home and to the Hegemony, the experienced militia suffered no 
  shortage of volunteers—or enemies—after Operation APOTHEOSIS. 
  SLDF IRREGULaRS
  CO: Major General Carlos Kataga
  average Experience: Regular
  RaT: HistLoT1, ER2750, FMSLDF
  Unit abilities: When battling Rim Worlds 
  opponents, the Irregulars gain the Overrun 
  Combat ability. In any track where the Irregu-
  lars are the Attacker, they gain a +2 bonus to 
  their Initiative Rolls.   
  Notes: A motley collection of SLDF reservists 
  and cadets from the academy drawn together 
  to garrison and protect New Dallas before Op-
  eration APOTHEOSIS, the cadre would sell itself 
  dearly to thwart the Republican takeover. 
  154TH aMaRIS DRaGOONS
  CO: General Viktoria Benboudaoud
  average Experience: Veteran
  RaT: Rim Worlds Republic, HistLoT1, ER2750
  Unit abilities: When selecting units, the 
  154th may elect to replace 1D6–1 units with 
  units from a Regular SLDF RAT.
  Notes: Always looking for an edge, the 
  154th spent months searching for a way to 
  sabotage the SLDF on New Dallas in prepara-
  tion for APOTHEOSIS. When her efforts failed, 
  General Benboudaoud focused on upgrading 
  her favored regiment for the inevitable clash. 
  THIRD aTREaN DRaGOONS
  CO: General Venla Sahin
  average Experience: Regular
  RaT: Free Worlds League, ER2750
  Unit abilities: The Dragoons may use Off-
  Map Movement rules (see p. 192, TO) for up 
  to half its force in any track. The unit receives 
  a +2 Initiative bonus for any turn Venla Salin 
  is active. The Third prefers fast machines. A 
  player may re-roll any unit from a RAT with a 
  Walking/Cruising Speed under 5 MP, but must 
  keep the second result. 
  Notes: A regiment loyal to the Captain-Gen-
  eral and their commander, the Dragoons were 
  eager to secure the rich Terran Hegemony for 
  the Free Worlds League. 
  SEVENTH MaRIK MILITIa
  CO: Colonel Theo Eichstedt
  average Experience: Green
  RaT: Free Worlds League, ER2750
  Unit abilities: The Militia gains a +1 
  Initiative bonus when acting as Defender 
  or in urban terrain (cumulative), and may 
  Force the Initiative once per scenario. 
  Notes: A longtime garrison unit, the 
  invasion of New Dallas was the Seventh’s 
  first taste of combat in decades. 
  NINETEENTH WORD OF BLaKE MILITIa DIVISION
  CO: Demi-Precentor Abraham Beutel
  average Experience: Regular
  RaT: Nineteenth Division, FMU, BD
  Unit abilities: Built around raiding and 
  quick attacks, the Nineteenth uses a particu-
  lar mix of light, fast vehicles and ’Mechs. For 
  every 6 units deployed, 2 must be light or 
  medium ’Mechs, 3 must be light or medium 
  vehicles, and 1 must be either a battle armor 
  squad or a light aerospace fighter, depend-
  ing on the mission.
  Notes: Relatively inexperienced until the 
  debacle on New Dallas, the Nineteenth was zealous in their persecution 
  of the mercenaries. They offered no quarter when it came to protecting 
  the Hegemony’s secrets.  
  DEVIL’S BRIGaDE
  CO: Major Alex Keller
  average Experience: Veteran
  RaT: FMU, FMMR, ATOW
  Unit abilities: When rolling for units from 
  an RAT, the controlling player may choose to 
  re-roll any unit that does not have a Walking/
  Cruising Speed of 5 MP or better, but the 
  player must take the new unit rolled. At the 
  controlling player’s choosing, any ’Mechs 
  fielded in a scenario can mount the Improved 
  C3 Computer (see p. 209 TM). However, the 
  BattleMech must be a legal design after 
  mounting the C3, so an appropriate mix of 2.5 tons of equipment must 
  be removed, and there must be two slots available in a single location. 
  Notes: A mercenary unit with experience in archaeology, the Devil’s 
  Brigade landed on New Dallas in search of advanced Star League tech-
  nology as directed by their employer, Chandrasekhar Kurita. What they 
  did not expect was to find an intact Star League-era computer core—or 
  the Word of Blake.  
  AMARIS
  DRAGOONS
  8
  
  TRACkS
  Houston, We Have a 
  Problem
  SITUaTION
  Michael Square, Caddo City
  New Dallas, Terran Hegemony
  27 December 2766
  H-Hour for Operation APOTHEOSIS: Rim Worlds troops execute their takeover of New Dallas. Their primary target: the Caddo City HPG 
  and SLDF administration buildings. Supported by a special ops team, General Benboudaoud assigned her best assault troops from the 
  154th Amaris Dragoons to accomplish the mission. If successful, New Dallas would be cut off from the rest of the Terran Hegemony.  
  GaME SETUP
  Recommended Terrain: Urban, Dense Urban, Coastal 
  The Defender designates/places a building of no more than 6 
  hexes as the HPG station. The station is considered a Level 4 Hard-
  ened structure (CF 120). 
  The Defender’s home edge lies closest to the HPG station. The 
  Defender places/nominates six building hexes as military admin-
  istration buildings. These are Level 3 Heavy buildings (75 CF) and 
  must be placed within 4 hexes of the Defender’s home edge.
  attacker 
  Recommended Forces: 154th Amaris Dragoons
  The Attacker enters from their home edge, opposite the De-
  fender’s, at the start of the track. 
  Defender
  Recommended Forces: SLDF Irregulars, New Dallas Militia
  The Defender consists of 75% of the Attacker’s deployed force. 
  The Defender begins the game anywhere within 5 hexes of the 
  Defender’s home edge.
  WaRCHEST
  Track Cost: 400 
  Optional Bonuses
  +150 Ready Five: The Defender equals 100% of Attacker’s total 
  deployed force.  
  +200 Bright Night: Use the Full Moon rules (see p. 58, TO). 
  OBJECTIVES
  Silence is golden. Destroy/Protect the HPG by the end of Turn 
  12. [500]
  Burn it down. Destroy/Protect at least half of the SLDF’s admin-
  istrative buildings. [300]
  SPECIaL RULES
  The following rules are in effect for this track: 
  Forced Withdrawal
  The importance of destroying New Dallas’s HPG means the At-
  tacker’s forces may not use Forced Withdrawal (see p. 258, TW) until 
  the HPG is destroyed. 
   
  Salvage
  Due to General Benboudaoud’s order to withdraw, there is no 
  salvage available for the Attacker of this track. 
  Overwhelming Force
  If the Attacker’s force has more than a company of ’Mechs the 
  turn requirement for the Silence is golden objective is reduced 
  to 10.
  aFTERMaTH
  With New Dallas taken completely by surprise, Operation APO-
  THEOSIS had an auspicious start. However, both of New Dallas’s 
  moons were at their fullest, and the commando team sent to 
  capture the HPG was prematurely identified and unable to secure 
  the transmitter. With the alarm raised, General Benboudaoud or-
  dered the HPG destroyed while her ground forces targeted vital 
  SLDF installations and personnel—including an attempt on the 
  governor’s life—in an effort to sow as much confusion as possible. 
  When local resistance proved impossible to overcome, she ordered 
  her forces back to their fortified bases and called in orbiting Rim 
  Worlds WarShips for support, preparing for the inevitable Star 
  League counterattack.   
  NEXT TRaCK
  Operation REPRISAL
  I didn’t know what was happening when I felt the first trem-
  or roll through my office floor or saw the soft flickering glow 
  hovering over Old Town. At first, I thought there was some sort 
  of terrible accident and tried accessing the local NewsNet for a 
  report, but it was already down. That’s when I knew something 
  was off. I was reaching for my wrist comm when I saw it: a lone 
  Warhammer walking down Houston Boulevard, the blue-and-
  red shark crest of the Rim Worlds Republic emblazoned on its 
  chest. In that moment I knew; the Republic had betrayed us all.
  9
  
  TRACkS
  oPeration rePrisal
  SITUaTION
  Fort Resolute
  New Dallas, Terran Hegemony
  27 December 2766
  After failing to secure New Dallas with a surprise attack, General Benboudaoud recalled her outnumbered troops to fortified encamp-
  ments, hoping the squadron of Republic WarShips in orbit could help even the odds. When the SLDF-controlled SDS destroyed the ships, 
  the general’s worst fears were realized as heavy Star League ground forces advanced on her position.  
  GaME SETUP
  Recommended Terrain: Prairie, Urban
  At least a quarter of the battlefield should be urban represent 
  part of Fort Resolute, the Rim Worlders’ command post. Publicly 
  designate one multi-hex building as the fort’s command center 
  (C&C) and a second single-hex building as a communication cen-
  ter. Both buildings are converted to Hardened buildings (retaining 
  original height) with a CF of 150. 
  attacker
  Recommended Forces: SLDF Irregulars, New Dallas Militia
  The Attacker is 150% of the Defender’s total deployed force and 
  is of Veteran skill level, with one crew/pilot of Green skill for every 
  two Veterans. 
  The Attacker enters from the edge farthest from the fort, consid-
  ered their home edge. 
  Defender
  Recommended Forces: 154th Amaris Dragoons
  The Defender force and has a mix of 25% Veteran and 75% Regu-
  lar skill levels.
  The Defender may set up anywhere on the map designated to 
  represent the fort. Half of the Defenders may set up as Hidden Units 
  (see p. 259, TW).   
  WaRCHEST
  Track Cost: 800 
  Optional Bonuses
  +300 Dawn Riders: Use the Dawn rules (see p. 58, TO) for this 
  scenario. 
  +500 On the field: Generals Kataga and Benboudaoud join the 
  battle for Fort Resolute. 
  +500 a Tough Nut: Add two fixed weapon emplacements to 
  the fort as Castle Brian Weapon Emplacements (see p. 209, Jihad 
  Hot Spots: Terra). These emplacements must be placed around the 
  command center (C&C) or communications center.   
  +700 Fortress Resolute: Construct the fort along the lines of a 
  partial Castle Brian (see p 141, TO), covering a maximum size of one 
  map sheet, with structures up to 4 levels above or below the map 
  surface, and no more than 8 fixed weapon emplacements. Increase 
  the Attacker’s force to 200% of the Defender’s deployed force and 
  replace all Green pilots with Elites. 
  OBJECTIVES
  Stand alone/Stand together. Destroy or defend the command 
  center and communication center. [300]
  Righteous retribution. Destroy/Cripple at least 50% of the op-
  posing force before suffering 50% casualties (through destroyed/
  crippled units). [1,200]
  Magnificent revenge (attacker). If On the field is used, de-
  stroy/cripple Benboudaoud’s unit. [800]
  Bloody aPOTHEOSIS (Defender). If On the field is used, de-
  stroy/cripple Kataga’s unit. [800] 
  SPECIaL RULES
  The following rules are in effect for this track: 
  Commanders
  If the option On the field is taken, General Viktoria Benbou-
  daoud and Major General Carlos Kataga deploy in support of 
  their troops. Kataga (Gunnery 2, Piloting 3) pilots an RFL-3N-2 
  Rifleman II. Benboudaoud (Gunnery 3, Piloting 2) pilots her cus-
  tom RMP-4G Rampage. 
  Benboudaoud is accompanied by three heavy BattleMechs (Vet-
  eran skills, any Rim Worlds RAT). Kataga enters with three heavy 
  BattleMechs (Veteran skills, any SLDF RAT).
  Both units ignore any Forced Withdrawal rules.  
  Forced Withdrawal
  The Amaris Dragoons ignore Forced Withdrawal rules (see p. 
  258, TW). 
   
  aFTERMaTH
  Over the course of six hours, Star League assault formations led 
  by General Kataga attacked Republic positions. Fort Resolute, the 
  largest concentration and General Benboudaoud’s headquarters, 
  saw the worst. The fight was brutal, with Star League troops of-
  fering no quarter to Rim Worlds soldiers fighting for their lives. 
  Though the cost was great, when the fighting ended, Benboud-
  aoud was dead, and the Rim Worlders were crushed.  
  NEXT TRaCK
  Hold the Line
  I told Clay we should have assigned additional observers 
  to the Rimmer deployment zone. Even a few extra could have 
  saved us hundreds of lives. Now that traitor Benboudaoud is 
  holed up in Fort Resolute with the rest of the Periphery scum—
  just daring us to come and get them.
  It would be a shame to disappoint her. 
  10
  
  TRACkS
  Hold tHe line
  SITUaTION
  Near Orbit
  New Dallas, Terran Hegemony
  14 January 2767
  Eleven days after the SLDF defeated Rim Worlds forces on New Dallas, 
  thirty Rim Worlds WarShips under the command of Admiral Otto Idowu en-
  tered the system. Securing the jump point’s SDS, Admiral Idowu’s taskforce 
  of WarShips and drones advanced on the planet, determined to finish what 
  General Benboudaoud started.  
  GaME SETUP
  Lay out a minimum of three Space maps. Designate one edge as 
  the Space/Atmosphere Interface (see p. 78, TW). 
  attacker 
  The Attacker is a part of Admiral Idowu’s Republic relief force 
  and is 150% of the Defender’s total strength. The Rim Worlds 
  Navy units are Regulars and use any Rim Worlds RAT. The Attacker 
  enters from any edge other than the Interface, with a starting 
  Velocity of 2. 
  Defender
  The Defender consists of New Dallas’s remaining SDS system, 
  and is composed of Mk. 39 Voidseeker drones (evenly divided 
  between Striker and Interceptor fighters) (see p. 175, HistLoT1). The 
  Defender’s drones enter from any edge that is not the Interface 
  or claimed by the Attacker at the start of the track, with a starting 
  Velocity up to their Safe Thrust.
  WaRCHEST
  Track Cost: 800
  Optional Bonuses
  +300 Robotic Reinforcements. The Attacker and Defender add 
  two M-3 Drones (see p. 169, HistLoT1). 
  +300 Drone Swarm. The Defender may operate the drone force 
  under ATAC (see p. 160, HistLoT1) rules to represent New Dallas’s 
  control. All of the Attacker’s forces are upgraded to Veteran skill.    
  +600 Remember the alamo. The Defender’s arsenal includes 
  two Santa Ana missiles (see p. 131, BA), which operate like White 
  Shark missiles, are fired normally, and are launched from the In-
  terface map edge. The Defender and Attacker also play using the 
  Remember the alamo special rule.
  OBJECTIVES
  Conquer New Dallas (attacker). Destroy more than 60% of 
  New Dallas’s orbital SDS. [500]
  Preserve freedom (Defender). Destroy more than 60% of the 
  Rim Worlds fleet. [500]
  Orbital superiority. 50% or more of either force survives the 
  track. [400]
  SPECIaL RULES
  The following rule is in effect for this track: 
  Remember the alamo
  If the Remember the alamo option is used, add the following 
  to the Attacker’s force: RWS Tigershark Aegis-class Heavy Cruiser, 
  three 6-fighter squadrons, and two Achilles-class DropShips, all with 
  Regular Skill. The Defender adds two Mk. 39 Voidseeker drone fighter 
  squadrons and six M-3 Drones. Both Attacker and Defender must 
  deploy their aerospace fighters using squadron rules (see p. 27, SO). 
   
   
  aFTERMaTH
  Defeat of New Dallas’s remaining orbital defenses gave Admiral 
  Idowu complete control of the planet’s airspace. After offering the 
  world twenty-four hours to surrender—an offer which Clay and 
  Kataga declined—he systematically targeted one SLDF base after 
  another, reducing each to rubble while eliminating the world’s 
  defenders. When the bombardments ended on 31 January, all or-
  ganized military ceased to exist. While the planet would be a nest of 
  resistance (especially after the public execution of Governor Clay), 
  the Republic had finally secured New Dallas for the Amaris Empire.
  NEXT TRaCK
  None; welcome to the end of this mini-campaign.
  Orbital reconnaissance spotted a wave of in-
  bound drive plumes from the jump points. They’re 
  broadcasting Republic IFFs, so I guess reinforcements 
  have arrived—just the wrong kind. Sensors say our 
  own Caspars are escorting them, which means we 
  don’t have the firepower to stop them from establish-
  ing air superiority.
  I’ve already spoken with Clay. He’s got the factories 
  working double time to repair our remaining M-3s and 
  retrofit some of our ground-based capital missiles. 
  If we’re lucky, we’ll give these Rimmers a welcome 
  they’ll never forget. 
  11
  
  TRACkS
  songs of freedom
  SITUaTION
  FWL Drop Zone, Lake Galvez
  New Dallas, Terran Hegemony
  20 March 2787
  Kerensky’s Exodus brought a new war to the Inner Sphere when the House Lords decided 
  to win the Star League’s throne through conflict. Standing in the Free Worlds League’s path 
  on their march towards Terra: New Dallas. A brigade was dispatched to pacify the planet. 
  Hoping to catch the New Dallas Militia unaware, the Seventh Marik Militia attempted to seize 
  the valuable Lake Galvez region. 
   GaME SETUP
  Recommended Terrain: Wetlands, Coastal, Urban
  The Attacker their home edge first. The opposite edge is the 
  Defender’s drop zone. 
  attacker
  Recommended Forces: Seventh Marik Militia, Third Atrean 
  Dragoons
  The Attacker enters via their home edge at the start of the track. 
  There should be at least four units in the Attacker’s deployed force. 
  Defender
  Recommended Forces: New Dallas Militia
  The Defender is 100% of the Attacker’s deployed force. The 
  Defender sets up anywhere within five hexes of their home edge. 
  WaRCHEST
  Track Cost: 400 
  Optional Bonuses
  +100 Spring Showers: Use rules for Light Rainfall (see p. 59, TO). 
  +150 Drop Zone: New Dallas: The opponent deploys an ad-
  ditional 25% via Atmospheric Drop (see p. 22, SO) at Altitude 10 on 
  Turn 2.  
  + 300 Thunder and Lightning: Use the rules for a Lightning 
  Storm (see p. 59, TO).
  OBJECTIVES
  First Contact. At least half of the player’s force survives the 
  track. (Crippled units count toward this objective.) [300]
  Boxed in. Both combatants are attempting to break through 
  the other’s side. Prevent no more than half of the opposing unit 
  from breaking through the home edge. [400]
  SPECIaL RULES
  There are no special rules for this track.
  aFTERMaTH
  The Free Worlds landings were disastrous. The New Dallas Militia 
  was battle-hardened and well-armed. Elements of the Third and 
  Fifth Atrean Dragoons were repulsed from Caddo City with heavy 
  losses, and only a timely combat drop by the Third Atrean’s Second 
  Battalion kept the Seventh Marik Militia’s drop zone open. Heavy 
  casualties forced drastic action by General Sahin, with devastating 
  consequences. 
  NEXT TRaCK
  Beginning of the End
  Oh, remember the volunteers,
  And bemoan our comrades dead. 
  We’ll fight to keep her free.
  New Dallas. 
  I’ll fight to keep her free.
  New Dallas. 
  This is our Freedom Song. 
  —Resistance Song lyrics  
  12
  
  TRACkS
  beginning of tHe end
  SITUaTION
  Outskirts, Caddo City
  New Dallas, Terran Hegemony
  22 March 2787
  With mounting casualties and dwindling supplies, General Sahin knew a conven-
  tional campaign could take months, even years, to quell all resistance. Having neither 
  the time nor desire for another clash with the Royal-equipped militia, she authorized 
  the use of nuclear weapons to finish the conquest. Only after the last bombs fell did 
  the League troops move in, while surviving militia frantically searched for survivors. 
   GaME SETUP
  Recommended Terrain: Ruins, Coastal
  Set up a long, narrow battlefield. The side closest to the ruins 
  is the Defender’s home edge. The opposite edge is the Attacker’s 
  home edge.
  attacker
  Recommended Forces: Third Atrean Dragoons, Seventh Marik Militia
  The Attacker’s force is 125% of the Defender’s deployed force. 
  Half of the Attacker’s force enters from their home edge at the 
  beginning of the track. The remaining half enters 1D6 turns later.
  Defender
  Recommended Forces: New Dallas Militia
  Up to 50% of the Defenders may be placed as Hidden Units 
  (see p. 259, TW) before gameplay anywhere within 20 hexes of 
  their home edge and up to halfway across the battlefield. The 
  Defender also has 6 Turhans of Regular skill designated as trans-
  ports, which enter from the Defender’s home edge. The Turhans 
  may not move until Turn 4, as they are recovering survivors, but 
  may attack as normal. 
  WaRCHEST
  Track Cost: 800 
  Optional Bonuses
  +400 Take no chances: The opponent deploys a pair of SB-27 
  Sabre aerospace fighters.   
  +500 Gale Force: Use the rules for a Moderate Gale (see p. 61, TO). 
  +600 Zzz Static: Use EMI rules (see p. 55, TO) to represent the 
  effects of nuclear EMP. 
  +700 Hot Zone: The battlefield is 70ºC. Use the Extreme Tem-
  perature rules (see p. 62, TO).
  OBJECTIVES
  No Survivors (attacker). Destroy 50% of the Defender’s force. 
  [400]
  Recover Civilians (Defender). Protect at least 50% of the trans-
  ports until Turn 8. [400]
  Total War (attacker). Destroy 75% of the Defender’s force. [700]
  Sweet Revenge (Defender). Destroy 50% of the Attacker’s 
  force. [700]
  SPECIaL RULES
  There are no special rules for this track.
  aFTERMaTH
  The nuclear attacks were a turning point in the history of planet. 
  While the Amaris Coup bruised the people’s spirit, the Free Worlds’ 
  nuclear assault broke it. Once committed to resisting any foreign 
  aggressor, the catastrophic death toll simply sapped their will to 
  fight. After the nuclear strike, New Dallas unilaterally surrendered. 
  Only a few surviving militia units held out—enraged at the wanton 
  slaughter—and vowed revenge.  
  NEXT TRaCK
  Ranger Justice
  Nukes! Those bastards! They just killed 
  300,000 people to destroy two battalions of 
  militia. I heard the terms; my whole patrol did. 
  We heard the Rangers accept, but they dropped 
  them anyway! It’s like Talitha all over again. 
  We’re going to look for survivors before pull-
  ing back to the rally point. God, I hope we find 
  someone alive.    
  13
  
  TRACkS
  ranger Justice
  SITUaTION
  Near the ruins of Fort Resolute
  New Dallas, Terran Hegemony
  25 March 2787
  After the nuclear attacks on the planet’s population centers, the battle for New Dallas was over. Knowing their home was finished, the 
  surviving militia decided to extract a small measure of revenge for the brutal murder of their families and loved ones. Hiding among the 
  ruins of an old SLDF facility, the militia fabricated a fake firebase. A detachment of the Third Atrean Dragoons took the bait and walked 
  straight into the Rangers’ trap.   
  GaME SETUP
  Recommended Terrain: Ruins, Prairie 
  When rolling for ruined buildings, add a +2 modifier to the re-
  sult. The Attacker selects their home edge first. The opposite edge 
  is the Defender’s.  
  attacker
  Recommended Forces: New Dallas Militia
  Up to 50% of the Attackers may be placed as Hidden Units (see 
  p. 259, TW) within 5 hexes of their home edge. The Attacker may 
  also place anywhere on the map either 2 15-point Command Deto-
  nated minefields (see p. 209, TO) or 3 Electromagnetic Pulse (EMP) 
  Mines (see p. 365, TO) for every 5 hidden units. Only one type of 
  mine may be selected. The attacker also places six Level 1 buildings 
  (CF 10) to represent the firebase.
  Defender
  Recommended Forces: Third Atrean Dragoons
  The Defender is 125% of the Attacker’s force. The Defender en-
  ters the battlefield at the beginning of the track. 
  WaRCHEST
  Track Cost: 800 
  Optional Bonuses
  +200 So Tired. Each force starts the track with Fatigue (see p. 198, TO).
  +400 Rainstorm. Use the rules for Moderate Rainfall (see p. 59, TO).
  +600 Fallout. Can only be used with Rainstorm. Players ran-
  domly select 2D6 map hexes per map. Starting on Turn 1, these 
  hexes indicate where Radioactive Fallout enters the map. The fall-
  out follows Smoke Drift/Dissipation rules (see p. 47, TO), but does 
  not dissipate like smoke. Hexes covered by fallout are considered 
  so for the remainder of the track. Units that enter or pass through a 
  hex covered by fallout must make an immediate Morale Check (see 
  p. 211, TO)—as if hit by Infernos—for fear of radiation. 
  OBJECTIVES
  Frontier justice. Cripple/Destroy at least 50% of the opposing 
  force. [300]
  Extreme prejudice. Cripple/Destroy at least 75% of the oppos-
  ing force. [500]
  Eye for an eye. Cripple/Destroy all of the opposing force. [800]
  SPECIaL RULES
  The following rule is in effect for this track:
  Shifting Wind
  The Shifting Wind rules (see p. 57, TO) are in effect if the Rain-
  storm option is used. 
  aFTERMaTH
  The last victory of the Rangers was bittersweet. While they man-
  aged to eliminate the Dragoons caught in their trap, the larger 
  bulk of the Free Worlds League forces set to stripping the world of 
  anything of worth. When they were finished, General Sahin and her 
  troops just left, abandoning the world to its fate. The survivors of 
  the nuclear holocaust soon fled in their wake. 
  By the Second Succession War, New Dallas was dead. 
  NEXT TRaCK
  None; welcome to the end of this mini-campaign.
  They’re all gone, every last one of them. Ma, Pa, the kids. 
  I’m glad Ma isn’t here. She would try to stop me, but someone 
  needs to pay. 
  They need to pay in blood.   
  14
  
  TRACkS
  Welcome to neW dallas
  SITUaTION
  Ruins of Caddo City
  New Dallas, Free Worlds League   
  14 August 3068
  The Devil’s Brigade’s arrival to New Dallas didn’t go unnoticed. A hidden 
  orbital monitor placed by ComStar after the Second Succession War to watch 
  former Hegemony worlds relayed their incursion to the Word of Blake on Terra. 
  Concerned with what might be found, a small unit from the Word of Blake’s 
  Nineteenth Division was dispatched, while an oblivious Devil’s Brigade—with 
  the help of hired archeologists—began investigating the ruins.   
  GaME SETUP
  Recommended Terrain: Ruins, Wetlands, Coastal
  The Defender designates their home edge first. The opposite 
  edge is the Attacker’s home edge. Both sides must use units that 
  incorporate Environmental Sealing (see p. 216, TM). 
  attacker
  Recommended Forces: Nineteenth Division 
  The Attacker is 75% of the Defender’s deployed force. The At-
  tacker sets up anywhere within 3 hexes of their home edge. 
  Defender
  Recommended Forces: Devil’s Brigade
  The Defender may set up half of its units as Hidden Units (see p. 259, 
  TW). The remainder may be deployed anywhere on the battlefield.
  WaRCHEST
  Track Cost: 400 
  Optional Bonuses
  +300 Wasteland: All Rubble hexes are considered Ultra Rubble 
  hexes (see p. 39, TO). Roads are treated as Gravel (see p. 51, TO). Use 
  rules for Ultra Rough terrain (see p. 39, TO) for base terrain.  
  +150 acid Water: Any water hexes use Hazardous Liquid rules 
  (see p. 49, TO). The water is considered Class 1: Slightly Hazardous.  
  OBJECTIVES
  Find the Boneyard (Defender). The Druid successful locates 
  the hidden boneyard bunker. [300]
  Obliterate the Heathens (attacker). Force at least three-
  quarters of the Attacker’s force from the field, through either 
  destruction or Forced Withdrawal. [300]
  Trespassers will be shot. Destroy/Cripple at least 60% of the 
  opposing force. [400]
  SPECIaL RULES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Devil’s Brigade is operating under Forced Withdrawal rules 
  (see p. 258, TW).
  Help from above
  The Devil’s Brigade’s Union-class DropShip Druid is using her 
  modified sensors to assist in scanning the planet’s many ruins from 
  orbit. After Turn 10 the Defender may roll 2D6. On a result of 10+ 
  the Druid has successfully located the bunker. 
  aFTERMaTH
  Jumping in at a local pirate point, the Word of Blake’s arrival 
  shocked the mercenaries, who were split into search cadres across 
  the planet. Only the Druid, orbiting above the capital to assist in 
  search efforts, prevented the Blakists from achieving complete 
  surprise.
  Wasting no time, the Word split into groups, with one dropped 
  directly onto the Brigade’s largest dig site in the ruins of Caddo 
  City. A fierce battle erupted, but by the end of the battle, the mer-
  cenaries discovered the boneyard bunker and forced the Blakists 
  to retreat. 
  NEXT TRaCK
  Desperate Flight
  Uncle Chandy warned us someone might find 
  out what we were up to, but Alex assured us with 
  the Inner Sphere falling apart we’d be able to slip 
  in and out before anyone was the wiser. I wasn’t so 
  sure, but after three weeks searching this rock with 
  nothing to keep me busy except shepherding our 
  attached archeologist, I kinda wished someone 
  did find us. 
  If there’s a next time, I’ll learn to keep my big 
  mouth shut. 
  15
  
  TRACkS
  desPerate fligHt
  SITUaTION
  Near Fortress Goliad
  New Dallas, Free Worlds League   
  18 August 3068
  The Nineteenth’s retreat was only temporary, taking just long enough to collect some of their outlying hunting parties. With the Druid 
  driven off, the Brigade was stuck holding their new bunker. During that time, Keller and his team explored what they could, securing 
  the intact computer core and what could be safely transported. With supplies running low, salvation came via an intact exit that led far 
  away from the entrenched Nineteenth. The Word’s air superiority meant that it would be a challenge to find a suitable pickup before the 
  aerospace fighters could end the Brigade’s chance of rescue. Leaving through the bunker’s secret exit in the dead of night, the mercenar-
  ies took to the planet’s wastelands, dodging Word scouts for three days until advance elements finally caught up with them.  
  GaME SETUP
  Recommended Terrain: Prairie, Hill, Mountain
  The Attacker designates any edge as their home edge; the De-
  fender’s home edge consists of the remaining edges. Both sides must 
  use units that incorporate Environmental Sealing (see p. 216, TM). 
  attacker
  Recommended Forces: Devil’s Brigade
  The Attacker enters the map at the start of the track and benefits 
  from a stacking +1 Initiative bonus for the entire track. 
  Defender
  Recommended Forces: Nineteenth Division
  The Defender is 125% of the Attacker’s deployed force and may 
  assign half of its units as Hidden Units (see p. 259, TW). The remain-
  der may be deployed anywhere on the battlefield.
  WaRCHEST
  Track Cost: 400 
  Optional Bonuses
  +250 Time to fly: Use Hurried Movement rules (see p. 20, TO).  
  +250 H-Hour: Use the rules for Moonless Night (see p. 58, TO).  
  OBJECTIVES
  Breakout (attacker) More than 50% of the Attacker’s force exits 
  the map opposite their home edge. [700]
  By Blake’s Will (Defender) Destroy/Cripple at least 50% of the 
  Attacking force. [700]
  Spilled Blood. Cripple/Destroy at least 75% of the opponent’s 
  total force. [700] 
  SPECIaL RULES
  The following rule is in effect for this track:
  The Long March
  The Attacker’s units begin the track fatigued (see p. 198, TO). 
  Starting in Turn 5, the Defender also begins to suffer from fatigue. 
  aFTERMaTH
  Seizing the initiative, the Devil’s Brigade escaped the trap the 
  Blakists had boxed them into in a daring night breakout. The second 
  time the tired mercenaries slipped through the Word’s grasp, Keller 
  was finally able to make contact with the Druid and their Seeker-class 
  DropShip Two-Bucks and arrange a pickup. He also learned that 
  Word reinforcements were en route. It would be a race to the finish. 
  NEXT TRaCK
  Fire and Freedom
  Lostech: Every prospector’s dream. Just thinking about it 
  makes my mouth water, and we found it. There was enough in 
  the bunker to set every one of us up for life. Kings and queens all. 
  Bloody Robes. If they hadn’t showed up, we’d be halfway to the 
  NAIS with the goods in tow. Instead, we’re running for our lives.  
  16
  
  TRACkS
  fire and freedom
  SITUaTION
  Near the ruins of New Angelo, Caprock Midlands
  New Dallas, Free Worlds League   
  20 August 3068
  Having escaped the Nineteenth’s trap, the Devil’s Brigade raced toward their pickup outside of New Angelo, with the Nineteenth in hot 
  pursuit. Keller hoped to slow his pursuers and cover their escape by setting fire to the oil-saturated terrain. What he didn’t count on was 
  that the swifter Nineteenth had managed to insert a fast Level II in front of the mercenaries’ suspected path.   
   GaME SETUP
  Recommended Terrain: Prairie, Ruins 
  Set up at long and narrow battlefield. The Defender chooses 
  one of the narrow edges as their home edge. The Defender’s 
  objective edge and the Attacker’s home edge are opposite sides. 
  Both sides must use units that incorporate Environmental Sealing 
  (see p. 216, TM). 
  attacker
  Recommended Forces: Nineteenth Division 
  The Attacker is 150% of the Defender’s deployed force. 50% of 
  the Attacker’s force enters from their home edge. The remainder 
  enters from the Defender’s edge 1D6 turns later.  
  Defender
  Recommended Forces: Devil’s Brigade
  The Defender may deploy within 5 hexes from their home 
  edge and add 8 Heavy Tracked APCs (or Burro II Super Heavy 
  Cargo Trucks) of Veteran skill. These units are transporting 
  salvage from the boneyard bunker, including the recovered 
  memory core. The Defender also receives 2 Thumper Artillery 
  pieces of Veteran skill located with the Two-Bucks at a distance 
  of 9 mapsheets away.  
  WaRCHEST 
  Track Cost: 1000 
  Optional Bonuses
  +500 Heavy Metal: Increase the opponent’s deployed force  
  by 50%.
  +500 Wind Stripped: Use the rules for Light Gale (see p. 61, TO).  
  +700 Black Gold: Treat all terrain, including any Water hex, as 
  Flammable (Tainted) Atmosphere (see p. 56, TO). 
  OBJECTIVES
  Get to the ship. Half of the APCs, or 50% of the Defender’s force, 
  make it across the Attacker’s home edge. [700]
  No Escape. Cripple/Destroy more than half of the APCs or more 
  than 60% of the Defender’s total force. [700] 
  End Game. Cripple/Destroy at least two-thirds of the oppo-
  nent’s total force by the end of Turn 15. [700]
  SPECIaL RULES
  The following rule is in effect for this track:
  New angelo’s Tar Sand
  The oil-saturated soil around New Angelo has dried over the 
  centuries but is still extremely flammable. If the Black Gold option 
  is taken, all rolls to determine the likelihood of starting fires gain a 
  +4 bonus. The rules for Spreading Fires (see p. 45, TO) are used if the 
  Wind Stripped option is also taken.
  aFTERMaTH
  The fight outside New Angelo ended the dramatic chase 
  through the wastes of New Dallas. The Nineteenth’s holding action 
  almost secured the Word victory by delaying the mercenaries long 
  enough for the bulk of the division to reach the fleeing Brigade. 
  Luckily for the Devils, artillery support from the Two-Bucks set 
  off a raging wildfire that spread across the ancient oil fields and 
  engulfed almost half of the pursuing Nineteenth’s ground forces. 
  Escaping the growing conflagration, the Brigade quickly loaded 
  onto their DropShips and fled the planet with the Hegemony com-
  puter core safely secured. Their mission on New Dallas was over.     
  NEXT TRaCK
  None; welcome to the end of this mini-campaign.
  New Angelo was hell. Literally. Everything was on fire. 
  Rocks, soil—even the water was covered in flames. Coupled 
  with the methane, the only thing missing was brimstone. The 
  whole scene looked like something out of the Bible. 
  The Brigade really lived up to its namesake that day. We 
  passed through hell and survived.
  17
  
  2013
  
  2013
  
  A01
  P01
  N03
  N06
  N08
  L03
  L05
  L06
  L07
  L08
  J03
  J04
  J05
  J06
  J07
  H02
  H03
  H04
  H05
  H06
  H07
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  D01
  D03
  D04
  D06
  D06
  B01
  B06
  M03
  M05
  M06
  M08
  O03
  O08
  K03
  K04
  K05
  K06
  K07
  I02
  I03
  I04
  I05
  I06
  I07
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  C01
  C03
  C06
  C06
  1
  3
  2
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  KEY
  PLAINS
  WATER
  FOREST
  ITEM OF 
  INTEREST
  DESERT
  DROPPORT
  MOUNTAINS
  CITY
  EPICENTER OF  
  METROPOLITAN  
  COMPLEX;  POPULATION 
  OF SURROUNDING 
  AREA > 50,000,000
  CITY
  POPULATION OF 
  SURROUNDING 
  AREA < 1,000,000
  ARCTIC
  E L L U M
  Castro
  New 
  N’Hampshire
  Sierra 
  Tercero
  Vítejte
  Fortress 
  Bexar
  
  A01
  A01
  N08
  N11
  N13
  N13
  N16
  N18
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B06
  B11
  B11
  B16
  M08
  M10
  M11
  M13
  M13
  M15
  O08
  O13
  O13
  O18
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  5
  7
  4
  6
  R E U N I O 
  LAKE 
  GALVEZ
  Port 
  Vera
  Rockford
  Town 
  en 
  Dangle
  Galvez 
  City
  Paradiso
  Culver
  Washington
  Sequoyah
  Moonlight
  Fort 
  Jacinto
  B R A Z O S 
  O C E A N
  
  A01
  A01
  N18
  N21
  N23
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B16
  B21
  B21
  B01
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  O18
  O23
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  0110
  9
  8
  10
  T R I N I T Y
  North 
  Jasper
  San 
  Teresa
  Sparta
  Caddo 
  City
  Fortress 
  Goliad
  Fort 
  Resolute
  B A J A 
  O C E A N
  New 
  Angelo
  CAPROCK 
  MIDLANDS
  
  N23
  N01
  N03
  L25
  L01
  L02
  L03
  J25
  J01
  J02
  J03
  H25
  H01
  H02
  F25
  F01
  M25
  M01
  M03
  O23
  O03
  K25
  K01
  K02
  K03
  I25
  I01
  I02
  G25
  G01
  P01
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0102
  0101
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0302
  0301
  0508
  0507
  0506
  0505
  0504
  0503
  0502
  0501
  0707
  0706
  0705
  0704
  0703
  0702
  0701
  0906
  0905
  0904
  0903
  0902
  0901
  1105
  1104
  1103
  1102
  1101
  1306
  1305
  1304
  1303
  1302
  1301
  1507
  1506
  1505
  1504
  1503
  1502
  1501
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0201
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0401
  0607
  0606
  0605
  0604
  0603
  0602
  0601
  0806
  0805
  0804
  0803
  0802
  0801
  1005
  1004
  1003
  1002
  1001
  1205
  1204
  1203
  1202
  1201
  1406
  1405
  1404
  1403
  1402
  1401
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +6
  P
  +6
  P +6
  P +6
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Historical Turning Points - New Dallas.pdf