Registered Contract: FS-DC-02-01

Region:
Federated Suns
System:
Memphis
Galactic Coordinates:
X: 567.24 Y: -142.92
Planet:
Memphis
Capital City:
Germantown
Primary Operational Terrain:
Woodlands, Light
Primary Planetary Climate:
Semiarid
Contract Type:
Defensive Campaign
Contract Duration:
2 Months (30 Days in REAL TIME) non-negotiable
Employer:
AFFS (Armed Forces of the Federated Suns)
Employer Contact:
Ambassador Bruce Haas
Command Rights:
Liaison Assigned
Forces Recommended:
A Battalion Strength Detachment
Supporting Forces:
Elements of the Broken Wheel CrMM (combined arms battalion)
Enemy Forces:
Clan Star Adder, 1155th Gatekeeper Cluster
Supplement Contracts Offered:
A Major Raid
Bounty Per Word:
900 C-Bills
Minimum Bounty:
14,000 Word Transcript
Bonus Salvage Bounty Target:
63,000 Word Transcript
Bonus Salvage Category:
Type-A Salvage

PLANETARY DETAILS:
Memphis is home to Christian fundamentalists. Like many citizens of the Outback, they don't mind being left alone, and are fiercely independent.

The planet itself is home to some rather tough species of trees, which have adapated to living in low-moisture conditions.  Harvesting them requires the use of particularly rugged tools, and even small BattleMechs are advised to avoid running into the larger trees.

Socio-Industrial Levels:
Technological Development
World of moderate advancement; average educational systems and medical care; microelectronics can not be manufactured.
Industrialization Level
Basic heavy industry at level of 22nd century; fusion engines possible but no complex products (including BattleMechs)
Raw Material Dependence
World/system produces all the raw materials needed and occasionally exports a small surplus.
Industrial Output
World has a small industrial base that may produce a limited number of products for export.
Agricultural Dependence
World has abundant environment producing enough to sustain the population using agriculture technologies; limited exports.

EMPLOYER SITUATION REPORT:
After months of striking at Federated Suns worlds and garrison units, the mystery raiders have finally revealed themselves to be members of Clan Star Adder.  They have hit Memphis in strength, tossing aside the planetary militia in the first three days.  Unfortunately for them, the locals don't take kindly to having new rules thrust upon them.  Retired veterans and greenhorns alike have taken up arms, reformed the militia, and struck back at the invaders, as well as sending out a request for assistance.  With one of the strongest Crusader-minded visions, the Adders wasted no time in razing entire towns who fought back.

The AFFS High Command had ordered elements of the new Broken Wheel CrMM into the fray.  As the only available Davion military forces at the moment, the CrMM will attempt hit and run tactics to try and draw the Adders attention to them and off of civilians.  In the meantime, the AFFS is looking for a mercenary force to escort a large shipment of arms and munitions destined for the system, and after landing, to shore up the March troops.  We need to hold the Adders on Memphis for as long as possible until the AFFS can get reinforcements to the region.


PRIMARY OBJECTIVES:
1) Engage and delay Star Adder forces for as long as possible.
2) Minimize civilian casualties.

SECONDARY OBJECTIVES:
1) Keep the Broken Wheel CrMM troops from suffering heavy losses if possible.
2) Organize local volunteers into a passable military force, and arm them from the supply shipment.

All Rights Reserved, Battletech Mercenaries, © 2003-2009.
Disclaimer · Privacy Policy