Final Scenario
NORTH
SOUTH
MapsCity Grid 1....Open Terrain 1
City Grid 2....Open Terrain 2
DeploymentPC Deployment: Enter onto the board during your movement on Turn 1
OPFOR Deploy: Enter onto the board during your movement on Turn 1
Environmental Effects: Light Rain has no effect on any deployed units in this mission. Dismounted MechWarriors firing Small Arms are at a +1 penalty to hit.
Farm Silos: A face-down card with "explosive" or "non-explosive" should be randomly assigned to each silo (neither player should be aware of which type of card is assigned to any silo). If a silo is struck with weapons fire (whether intentionally or not, using the Tactical Operations "missed shots" rules), roll 2d6 at the end of the weapons fire phase. On an 8+, flip the card. If the card revealed is "non-explosive", nothing happens. If the card revealed is "explosive", the silo detonates as an improvised fuel-air explosive device**. Each unit within the hex suffers 40 AE damage (groups of 5) and instantly adds +5 heat (or +1d6 additional damage) and is automatically knocked prone (or crashes and suffers an automatic motive critical hit, if a hover unit). Each unit adjacent to the hex suffers 25 AE damage and must make a PSR at a +3 penalty or be knocked prone (hovers will crash instead, as described above). Each unit 1 hex further out than that suffers 5 AE damage and Mech units only must make a PSR at no penalty. As this is AE damage, it is doubled against any buildings in the affected area (ie, the buildings go away).
A silo destroyed by another silo does not cause a chain reaction (there's no thermal effect to ignite the grain).
**Warning: IRL math content: For an 18-meter tall grain silo to detonate, its stoichiometric ratio is approximately 15% fuel to air. An 18-meter tall (3 levels) silo is generally 15 meters in diameter, producing a volume of 3180 cubic meters. Therefore, ~477 cubic meters of grain is required to achieve a 15% fuel-air ratio. Grain weighs about 550kg per cubic meter, which we'll just call 0.5 tons/cubic meter. With ~477 m-3 of fuel, this results in about 235 tons of grain. A grain explosion has roughly 1/3rd the yield of an equivalent mass of TNT, thus we should expect a perfect yield of approximately 78 tons of TNT, but in practice this never happens (the grain isn't perfectly distributed within the air of the silo) and for estimation purposes we usually assume this is halved. A silo should therefore be equivalent of ~38 tons of TNT, or given the known yield of existing BattleTech thermobaric weapons (a "Large Thermobaric" is equivalent to a 10-ton device), therefore one should expect a silo explosion to have a roughly a 90/60/30/10 damage pattern, though not the resultant thermal effects. However, we're rounding down from there to the listed effects for gameplay purposes.
Yes, obviously, this is the sort of math that I actually know about offhand.Battlefield Support:BSP are not used in this scenario.
PCs Victory Conditions:1) Destroy (not cripple) at least 5 OPFOR units
2) Have at least 2 non-crippled Mechs by the end of the game.
OPFOR Victory Conditions:1) Lose less than 5 units
2) Destroy or cripple 3 or more player Mechs
***EXTING THE BATTLEFIELD***
Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
***Captured Pirate MechWarriors recieve a -2 TN bonus to recruit. Until they are recruited, Pirate MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Pirate MechWarriors cannot be ransomed.***
***Pirates will attempt to capture ejected MechWarriors for ransom instead of shooting them..***