Final Scenario
NORTH

SOUTH
MapsDesert Hills.........Desert 2
Desert 2............Desert 3
Desert Mtn 1......Desert 1
DeploymentPC Deployment: Deploy after the OPFOR deployment on the northern half of the map
OPFOR Deploy: Deploy before the PC forces on the southern 3 hexrows. At least 3 units each must be within 3 hexes of each of the southeastern and southwestern board corner.
Environmental Effects: Dawn/Dusk: All weapons fire is at a +1 penalty to hit until after Turn 8.
Light Gale: +1 penalty to VTOL control rolls (including skidding)
Battlefield Support:PC forces may place up to 5, 20-point minefields anywhere on the central 2 maps. PC forces may place an additional 2 20-point minefields (no portions); for every additional 2 minefields they place, the OPFOR deployment zone is increased by 2 hexes north. There is a scenario maximum of 15 total minefields. Minefields must be revealed when a ground unit enters the hex and strike the unit which entered the hex on a 7+, dealing 4 groups of 5 damage each to the legs (Mech) or to a randomly-determined direction (ground vehicles).
Pirate forces do not have access to BSP in this scenario.
PCs Victory Conditions:1) Prevent the north board edge from being scouted
2) Prevent any units which have successfully scouted the north board edge from returning to the southern board edge.
**If 3 or more PC units are destroyed, the OPFOR controls the battlefield at the end of the scenario.
OPFOR Victory Conditions:1) Scout the North edge of the map (within 3 hexrows) and return at least one of the scouting units to the southernmost board edge (ending the game once this unit exits the board). Scouting a board edge takes 2 full turns of being stationary (ie, no "immobile target" TN modifier) within 3 hexrows of the target board edge.
2) At the end of the scenario, ensure that you have at least 9 units capable of spending MP.
***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..***