FOX'S FUSILIERS' SCENARIO RULES

     These rules can be used when making up a scenario with Fox's Fusiliers. They are intended to add variety to game play, but not to give a unfair advantage to players. Therefore players should agree on any supplemental rule before playing with it. These rules are considered guidelines, therefore they can be modified if it seems inappropriate for their campaign. All of the following rules are Level 3 rules and are considered not appropriate for tournment play.

The Bridage of Fox's Fusiliers

Fusilier High Command
     If either Lt. General or Colonel Fox are part of the Fusilier's forces, the Fusiliers cannot be intimidated and have the ability to overrun (see pp 128, FM:FWL or pp 173, FM:CC). If either Fox is killed, however, all of the Fusilier's special abilities and bonuses are cancelled for that battle. If both Foxs' are killed, the Fusilier player must retreat all his remaining units to his home edge and exit the battle. Units retreating must always move the miniumum of their full walking speed but are allowed to fire at emeny units.

The Black Fox Brigade
     The Fusiliers are considered experts in defensive warfare. Therefore any time the Fusiliers are the defender, they recieve a +1 to their Initiative.
     The 1st Assault Battalion are offensive specialists. Therefore they recieve a +2 on their Initiative if they are the attackers in any scenario. If they are the defenders, however, they do not recieve the +1 Initiative bonus given to all Black Fox Brigade units.
     The 2nd Support are defensive experts. If the battalion is fighting at 2 to 1 odds or greater, they recieve a +1 to thier Initative on top of the +1 general Initative bonus if they are the defender in a scenario.
     The 3rd Recon Battalion can sprint ( see p 13, MT) but are not restricted to just moving. They can fire their weapons and spot for indirect fire, but a +1 modifier for each. Also, any Piloting Skill Roll is made at +1 instead of the normal +2 modifier for sprinting.
     The 4th Battlemech Calvary Battalion can ouflank opponents by deatching up to one half of their force at the beginning of the scenario. This simulates the ability of the 4th to sneek mechs behind enemy's lines. To do this, the player controlling the fourth must designate the deatched units as a flanking force and write down the map edge where the flanking force will enter. At the start of each turn, roll 2D6. If the result is equal to or lower than the number of the current turn, the flanking units arrive and enter the map through designated map-edge during the turn's Movement Phase.

The Hell's Foxes Cluster
     The Hell's Foxes follow the rules for unit creation and scenario play outlined for Clan Hell's Horses (see pp 175, FM:CC) Since Clan omni-mechs are very un-common for Inner Sphere units to own, when assigning mechs from the Random Mech Assignment Tables roll 2D6. On a 9+, roll on the Front Line Table. Otherwise, roll on the Second-Line Table. (see pp 169-170, FM:CC).


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