Desert 3.........City Ruins
CityTech........Large Mountain #1
Deployment: 1) OPFOR deploys 1 unit within 5 hexes of board center
2) PC deploys 2nd within 5 hexes of board center
3) Remaining OPFOR deploys within 5 hexes of board center, out of PC's rear arc.
Environmental Conditions:BEGINNING TURN 5
Heavy Hail: During the end phase, each player rolls 1d6-1**. This is the number of that player's units which take damage. For each unit which takes damage, roll 1d6 and take that much damage as a single Damage Grouping (1-4 Front Arc, 5-6 Rear Arc).
**This is a change, because under normal rules if a player controls a single unit, that unit will automatically take damage every turn. This fixes that.
Wind and Temperature effects of Heavy Hail are not in play.
Volcanic Eruption: -Eruptions occur on Turns 5, 6, 8, 11, 15, and every 3 turns thereafter.
-The player who won the Initiative selects one unoccupied hex and rolls 2d6. On a 6+, that hex dissolves into magma. Any unit in a 2-hex radius suffers 10 damage (2 groups of 5) using the target's facing to the target hex to determine Hit Location Table. This damage is also applied *vertically* in the target hex and 6 surrounding hexes. Each level of elevation change reduces damage by 1 point. This will automatically destroy building hexes (no rubble), and set a water hex to Depth 0 (in the case of a water hex, apply Light Smoke to all damage-affected hexes as it flashes into steam).
-Any unit in the 2 hex radius which tracks heat adds +2 heat that turn.
-Any woods hex in the 2-hex radius automatically catches on fire (as there is no wind, these fires will not spread)
-The player who lost Initiative selects a hex and applies the above process (1 hex per player per turn instance).
SCENARIO RULE: The Turn 5 hexes for eruption are pre-set.
Magma: -Magma will flow into lower-level adjacent hexes at the rate of 1 hex per turn (will not flow into 2+ hexes per turn) during the End Phase. Randomly determine a lower-level hex if necessary.
-Any Mech moving into a Magma Hex, or which is inside a Magma hex must make an immediate PSR to avoid falling
-If a mech jumps into a Magma Hex or is inside a hex which becomes a Magma hex, the player must make a PSR to avoid becoming Bogged Down
-A Mech takes 2d6 damage to EACH location covered by magma (only legs if standing, all locations if prone) at BOTH the beginning and ending of the Movement Phase
-Each magma hex you enter in a turn adds +5 heat. Occupying a Magma hex in the End Phase adds +10 heat.
Magma heat ignores the +15 external heat cap. Apply magma heat last, after any other external heat sources.
-A prone unit in a magma hex adds a +4 to ejection TNs. Ejecting INTO a magma hex is instant death, period. No edge, no nothing.
-Magma hexes impose a +1 MP cost (as water) and a +4 penalty to Piloting Skill Rolls (TacOps p32)
Victory Conditions:Last Mech Standing wins. Do note that disabled Mechs MUST stay on the board, in case they are covered by Magma. The environmental conditions have no effect on salvage following the last turn of th game.