Final ScenarioNORTH
SOUTH
MapsMM DropPort...DropPort 2
DropPort 1....DropPort 1
DeploymentFederated Commonwealth Allies: Deploy anywhere in the central quarters of the northern two mapsheets
8th Arcturan Deployment: Enter along the southern edge of the southern mapsheets along with the first eligible PC lance.
PC Deployment: Enter on the southern edge of the southern mapsheets on your initative count, on a turn as though you are a reinforcement unit.
PC Reinforcements: Enter on the southern edge of the southern mapsheets on your initative count
Clan Forces: Enter on the northern edge of the northern mapsheet on your initiative count
Environmental Effects: None.
Battlefield SupportRanger forces may choose any amount of battlefield support
Clan Forces have 4 Light and 4 Heavy Air Cover at no cost.
PCs Victory Conditions:1) Destroy or cripple at least 8 Clan Mechs
2) Ensure that at least 3 Federated Commonwealth units remain uncrippled by the end of the game
Federated Commonwealth Engagement Conditions:1) Federated Commonwealth units are tasked with defending the parade grounds until the rest of the cadet corps can scramble to their Mechs, and will not intentionally move south of the round structures on the eastern map until at least 4 of their number have been crippled or destroyed.
2) Federated Commonwealth units will go out of their way to combine fire on Clan targets; engaging 3 or 4 on 1 whenever possible
OPFOR Victory Conditions:1) Destroy or cripple at least 5 Federated Commonwealth units
2) Destroy or cripple at least 9 units flagged as PC units or as 8th Arcturan units
***EXITING 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).
***If the player force wishes to declare /defeat, it must move at least 2/3rds of its current strength off the board before doing so. Non-Clan units may exit the board via any map edge but North.
***CLAN SPECIAL RULES***
***All Clan MechWarriors have auto-eject disabled.***
***Clan MechWarriors will not use melee attacks in any circumstances. Clan MechWarriors will not combine fire on a target unless zellbringen has been breached. The following conditions will breach zellbringen sufficiently to qualify:
1) A Clan Unit has been crippled or destroyed using a melee attack
2) The third instance (in this game) of the Inner Sphere units combining fire on a single Clan target
3) The first use of an area-effect attack against Clan forces, whether or not the attack hits (including artillery or aerospace bombing)
Once Zellbringen has been breached, on the following turn, the Clan forces will combine fire to the best of their ability. Additionally, once Zell has been breached, Clan forces without a nearer active target may choose to execute any nearby helpless targets - if a Clan Warrior wishes to kill an Inner Sphere MechWarrior, roll 1d6; on a 1-3 he will perform a called shot against the head of an enemy disabled or shutdown Mech which is within 6 hexes. Resolve the called shot normally (edge may be burnt to survive this attack as per the normal rules); this means that shut down or disabled Mechs must remain on the board. A Clan Warrior may not make repeated attempts; fire once and move on.
***Rules for Enhanced Imaging***
-All PSRs receive a -1 modifier
-Firing through or into heavy woods only suffers a +1 modifier (LOS rules are unaffected).
-Firing through or into any number of light woods suffers only a single +1 modifier (LOS rules are unaffected).
-Darkness modifiers have no effect.
-Unit may aim its direct-fire weapons at a specific location as though it had a TComp; with a +6 modifier instead of a +3.
-The pilot suffers 1 point of damage each time it suffers 1+ points of IS damage, unless the controlling player rolls a 7+ on 2d6