NORTH
SOUTH
Maps
Open Terrain 2..........Lake Area
Battletech.......Large Lakes 2
DeploymentRanger Deployment: The Rangers deploy first, within 4 hexes of the centerpoint of the map.
Civilian Deployment: Enter the board anywhere along on the south edge on their initiative on Turn 1.
OPFOR Deployment: Deploy after the Rangers, in full hexes, along the north board edge. No more than 5 units may deploy on a single mapsheet.
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 render incapable of spending MP all civilian units prior to the end of Turn 10
2) Have 3 units or fewer rendered incapable of spending MP, one of which must be the liaision
3) Destroy or render at least 3 Coalition Mechs incapable of spending MP prior to Turn 10.
OPFOR Victory Conditions:1) Destroy or render at least 3 Ranger Mechs incapable of spending MP at the end of the game.
2) Ensure that at least 2 civilian units are capable of spending MP by the end of turn 10.
3) Destroy or render the liasion unit incapable of spending MP at the end of the game
Civilian Play Conditions:Civilian units must attempt to "link up" with a Coalition unit and exit the board from the northern board edge. A civilian unit is "linked up" when it has ended its movement within 1 hex of a desired Coalition unit. From that point on, those linked units must end the movement phase within 3 hexes of one another. A Coalition unit may only be linked to 1 civilian unit at a time. Once a civilian unit has exited the play area, the Coalition unit is "de-linked" and may move freely.
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.