So in war, the way is to avoid what is strong and to strike at what is weak.
The Attacker consists of a small portion of the player force and may use up to four units. The Attacker may choose which map edge to enter on. This edge is then designated the Attacker’s home edge.
The Defender is a portion of the planetary defender’s force. To determine the Defender’s Force Composition, roll 1D6 on the following table. Apply a –2 modifier to the roll if the previous track was Mission: Recon or Mission: Probe, to a minimum of 1.
The Defender sets up all forces on the half of the battlefield closest to the Defender’s home edge. Additionally, the Defender designates three hexes as buildings. These buildings are considered to be two levels tall and indestructible. The buildings may be placed anywhere on the Defender’s half of the battlefield (in the area
where the Defender’s forces are set up).
Track cost: 300 WP
+100 Complicated Weather: Roll once on the General Weather Table and apply the result to the battlefield.
+100 Treacherous Terrain: Roll once on the General Terrain Table and apply the result to the battlefield.
ID / scan all of the Defender’s buildings. Scanning must be done within 2 hexes of an enemy unit (4 if a ’Mech is equipped with a Beagle Active Probe) and in lieu of any attack. (Reward: 100)
Strike! At least half of the Defender’s force must be crippled or destroyed. (Reward: 200)
Escape! At least half of the player’s force must survive and exit their home edge after 10 turns. (Reward: 100)
The following rules are in effect for this track:
The salvage rule is in effect for the end of track if the Attacker achieves the Strike! Objective.
The Attacker may assign up to half its force with Off-Map movement orders. This may only occur once during the track.