Much better. Please generate.
Giant map is to ensure that the building counters are legible.
NORTH
SOUTH
Maps
Citytech..........Rolling Hills 1
Forward Base...Woodlands
DeploymentRanger Deployment: The Rangers enter the north edge of the board on their initiative on Turn 1.
OPFOR Deployment: OPFOR deploy anywhere within 10 hexes of the center of the board, but Mech units may not deploy within 5 hexes of any other Mech unit.
OPFOR Local Forces: Deploy first. Turrets may deploy anywhere on top of a building on the forward base map, but only 1 turret may deploy per hex. Infantry may deploy anywhere within 8 hexes of the centerpoint of the board.
OPFOR Reinforcements: Enter the board anywhere along the western board edge on their initiative during the movement phase of Turn 9.
Environmental Effects:Low Gravity: Jumping MP are not affected by 0.7-g conditions. Recalculate all Walking/Cruising MP values to the following, and then figure Running MP from there:
Walk 3 = 4/6
Walk 4 = 6/9
Walk 5 = 7/11
Walk 6 = 9/14
Walk 7 = 10/15
Walk 8 = 11/17
If Running MP are used, and the Running MP used during that turn's movement phase is GREATER than the standard Running MP of the unit (ie, a 4/6 Grasshopper recalculates its movement to 6/9, and then Runs 8 hexes), make a PSR at the end of that move, using all standard modifiers, and an additional +1 penalty. If the unit fails, each leg takes 1 point of Structure damage for EACH "overage" MP spent that turn (in this case, each leg of the Grasshopper would suffer 2 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg. In the case of Vehicles, only the Front arc takes internal damage, and an automatic Motive Critical roll is made (counts as a "front" hit, and the motive type adds no modifier). VTOLs and WiGE units do not modify their MP and are therefore not subject to this internal damage as long as they spend airborne MP.
All Piloting skill rolls to stay standing and avoid skidding suffer a +1 penalty; this DOES effect VTOLs, WiGE units, and penalizes the TN to send an ASF out of control (or shootdown checks) by 1 as well.
Infantry gain a flat +1 MP, and have no chance of damage as a result of using the extra MP.
All direct-fire ballistic and missile weapon attacks suffer a +1 penalty to hit.
All BattleMech fall damage is reduced by 1 point (in the second grouping, if two groupings apply), and the PSR to avoid damage from falls is reduced by 1 point (a TN 5 PSR is a 4, instead).
Battlefield SupportNone.
PC Victory Conditions:1) Destroy or cripple at least 50% of the Ariguan Coalition Force (not including local forces or reinforcements)
2) Have 3 units or fewer rendered incapable of spending MP, one of which must be the liaision
**if all Ariguan Coalition Force units (not including local forces or reinforcements) are rendered incapable of spending MP, Dancer may declare /victory and end the game at the end of that turn. Ariguan Coalition units which refuse to engage (ie, run away to prevent a /victory) are counted as being destroyed for this purpose.
OPFOR Victory Conditions:1) Destroy or render at least 3 Dancer Mechs incapable of spending MP at the end of the game.
3) Destroy or render the liasion unit incapable of spending MP at the end of the game
Misc Rules1) 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 environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2) Captured MechWarriors receive a +2 TN penalty to recruit. Until they are recruited, MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Captured MechWarriors from this scenario cannot be ransomed.
3) OPFOR MechWarriors will attempt to capture ejected PC MechWarriors during this scenario, instead of shooting them.