SCENARIO: IUDICII DIEMALL DAMAGE IS REPAIRED, ALL EDGE IS REFRESHED. Brett has her Excalibur so hopefully she'll actually get a chance to drive it once.
1) Battleground: The combat area will be 4x2.5 mapsheets in size. The north end contains the gates to the Imperial Palace of Stefan Amaris, the Conqueror.
North
[][]+.5 map
[][]+.5 map
[][]+.5 map
[][]+.5 map
South
2) Deployment: -PCs will deploy wherever desired via low-altitude drop, at no TN modifier. They are coming in from a low enough altitude that the NPCs will not have the opportunity to fire upon them. As usual, PC will plot their landing hexes, then NPCs will place all units, then PCs will land, resolving DFAs as necessary.
3) Dampening Towers-These Dampening Towers are keeping the SLDF 29th Division locked down for slaughter. Before each Movement Phase, each Dampening Tower nominates any single hex within 2 mapsheets range (not counting the mapsheet the tower is based in). At the beginning of the End Phase of that turn, it fires an EM Pulse (6+ to hit the target hex, scattering 3 hexes in a random direction for each point of MoF). The pulse affects the target hex, and three hexes in every direction (7 hex diameter). Every BattleMech unit (friendly or enemy) within the target area must make a PSR at a +7 penalty (or a Mech/Electronics roll at a TN 9) or be overloaded during the next turn. An overloaded Mech may not move or fire, and must make a PSR at a +5 penalty or fall prone, taking damage as normal. An overloaded Mech sinks no heat, and its life support does not function. However, it is not considered an immobile target.
-A LAM caught within the field will take the full effect up to Elevation Level 10. An airborne LAM which is overloaded will automatically crash (no avoidance possible), though pilot damage may be saved at a +3 penalty, and the LAM will be treated as though it had moved directly forward only 2 hexes before crashing.
-An overloaded unit no longer in the EM field's area of effect may regain its feet and move normally. The EM Field Effect ends at the end of the Heat Phase of the turn after a unit was affected.
-Dampening Towers may not fire at a hex within 5 hexes of themselves.
-Dampening Towers are not considered immobile targets, and in fact have a +3 penalty to be hit due to the EM fields. However, as Peri has access to their full-spectrum readouts and has adjusted your sensors, Echo Company members (only!) do not suffer the +3 penalty to hit.
-Dampening Towers have a CF of 80 and fill a single hex. The PCs will be advised which mapsheets contain Dampening Towers, but not where they specifically are until the Dampening Towers have fired.
Sample Turn-by-turn guideline:
Turn 0 End Phase: | Nominate Target Hex. |
Turn 1 Movement Phase: | All units move normally. |
Turn 1 End of Firing Phase: | Weapon fires. Targets must save or overload. |
Turn 1 Heat Phase: | Affected targets do not sink heat. |
Turn 1 End Phase: | Nominate New Target Hex. |
Turn 2 Movement Phase: | Turn 1 affected targets may not move. |
Turn 2 Firing Phase: | Turn 1 affected targets may not fire. |
Turn 2 End of Firing Phase: | Weapon fires at new targets. Targets must save or overload. |
Turn 2 Heat Phase: | Turn 1 and Turn 2 targets do not sink heat. |
Turn 2 End of Heat Phase: | Turn 1 targets remain mobility. |
Turn 2 End Phase: | Turn 1 targets may make end-of-turn declarations. |
Turn 3 Movement Phase: | Turn 1 targets may stand and move normally. Turn 2 targets may not move. |
4) Sadist-Rim Worlds forces may not plot artillery fire in such a manner as to deliberately strike either General Kerensky nor General DeChavilier as long as there are SLDF units (overloaded or not) within 4 hexes of their unit, nor may they directly target either General with weapons fire with the same restriction. Amaris wants them to be the last to fall. Note that accidental scattering is not subject to this restriction.
5) Rules Reminders: -All units are at a +1 bonus to strike Superheavy Units, and SHUs cannot benefit from partial cover.
-Indirect artillery fire (range 18+ hexes) is plotted and fired during the Firing Phase and lands between Movement and Firing of the NEXT turn
-Direct fire artillery (1-17 hexes) is fired during the Fire Phase as per a normal weapon
-Skidding Rules are NOT in play
-Most buildings are NOT destructible unless you are on top of a building with a CF too light to support the weight of your unit (a 60-ton Mech being on top of a CF 30 building). Buildings are considered impassable for all units.
-Your LAM may begin the game in ASF mode mounting 75% of its maximum allotment of HE bombs (round up to the nearest bomb).
SLDF Objectives:1) Destroy all three Dampening Towers
2) Destroy or Disable all Enemy Units
3) Ensure that General Kerensky and General DeChavilier survive
RWR Objectives:1) Murder every SLDF Mech and MechWarrior on the battlefield
EDIT:
1) Battlefield increased in size due to player density
2) Clarification: Dampening Towers do not need LOS to the target hex
3) Clarification: Dampening Tower range is "to the edge of their mapsheet, plus 2 full mapsheets in any direction"
4) Clarification: Dampening Tower fields are indiscriminate in their effect - SLDF or RWR
4) Clarification: SLDF NPC Personality Abilities are locked down until all three Dampening Towers are destroyed. (the NPC controller of those units will have those abilities noted)
5) NEW RULE: PC Leadership/Initiative Modifier is used in this battle; not Kerensky's or DeChavilier's