SPA Change
"Blind Fighter" SPA is eliminated. It is replaced directly by the "All Weather Fighter" SPA (which will be more commonly applicable in practical use). Any character with Blind Fighter instead receives this SPA for no additional cost.
All-Weather Fighter - 30 XP (20 XP after character creation)
Any weather-related attack roll penalties are reduced by -1. Any darkness-related attack roll penalties are reduced by -1. Any weather-related PSR modifiers are reduced by -1. This SPA may be taken twice; its effects stack with itself. Taking this SPA a second time DOES NOT count as purchasing a "second" SPA for purposes of SPA caps.
Scenario Generation Clarification
The GM reserves the right to modify environmental conditions to make a game enjoyable for all parties. For example, a local CO has Blind Fighter and all his Mechs jump, and rolls environmental conditions hoping to get the worst possible weather, ending up with Pitch Black, Heavy Fog, and Strong Gale/Heavy Rain, on a 3 x 3 mapsheet playing surface. The total environmental penalties end up causing everyone else at the table to be effectively unable to move (+5 MP per hex), unable to hit (+6 to hit; +8 for ballistics and +9 for missiles), and unable to stand or use non-careful movement (+5 to PSRs). This is going to be a miserable experience for everyone at the table who is not the one person with the SPA - other PCs and OPFOR alike. My first duty as a GM is to ensure that the potential for enjoyable play exists for all parties at the table. Every other rule is subservient to that. Thusly, I can and will modify environmental conditions to make the scenario workable.
This is a nuanced thing. First, I do not plan to do this in solo scenarios; what you get is what you get, since it's between you and whomever you wrangle to be OPFOR. Second, it's very much an "I know it if I see it" sort of issue. Simple darkness, even the Pitch Black condition, isn't going to get me to modify a scenario. Likewise, even a difficult combination of conditions can be let go unchanged if the scenario can be enjoyably played out despite them. To illustrate the rarity of this occurrence, it has happened one time in the campaign thus far, and that is the only time it's even been considered. I do not plan to generate a hard and fast set of rules to govern this, nor will I entertain anyone else's.
Finally, there remains the possibility that a basic set of environmental conditions can simply make a scenario impossible. A good example is a Chase scenario requiring people to move across 3 long mapsheets, while under the effects of Heavy Fog (+2 MP/hex) and Moonless Night (+2 MP/hex). There are two possibilities (neither one is "play the game"), and I reserve the right to use any of them should such a circumstance occur. The first is to modify the conditions to make the victory conditions at least POSSIBLE, as described above. The second is to create an automatic victory or automatic defeat; for example, if you are defending the Chase mission above, the OPFOR cannot physically achieve their objectives during the tabletop game period, and therefore you get an auto-victory, we adjust the contract, and move on to the next Mission. Either of these can be used, but if the auto-victory is used, so to can the auto-defeat (if you're the ones who have to cross the board, for example).
If you'd like to comment on this, please use the GM Communication thread.