FUUUUCK
Final Scenario:
NORTH
<---- WEST
----->EAST
SOUTH
MapsArchipelego 1....Drainage Basin 1.........Lake Area
Coast 1............River Commcenter........Forward Base
Coast 2............Wide River...................Large Lakes
DeploymentOPFOR/Ranger Deployment: All MOC units deploy within 5 hexes of the eastern board edge. All Ranger units deploy within 5 hexes of the Western board edge. Separate all units into discrete 4-Mech (or 4 vehicle) lances. Rangers deploy first. Each force deploys 1 lance/platoon at a time into a 4 hex by 4 hex area. These deployment areas cannot be within 4 hexes of any other lance's deployment area. If any part of an MOC lance deploys into an urban (paved) area, the entire lance must deploy into that urban area, obeying all other deployment rules. Alternate lance deployments until both sides are out of units to deploy.
OPFOR Reinforcement: Enter the board on their initiative from any point on the eastern board edge
Ranger Reinforcement: Enter the board on their initiative from any point on the eastern board edge. For every turn they delay their deployment, a Ranger reinforcement lance may enter up to 6 hexes "in" along either the north or south board edges, up to the halfway point across the map.
Environmental Effects: Dusk/Dawn: Beginning on Turn 9, all units suffer a +1 to-hit penalty, which cannot be offset by searchlights
Lightning Storm: (GM: because the AtB-generated Wind condition is "Calm", I am not applying the Moderate Rainfall/Moderate Gale modifiers which a Lightning Storm usually applies). During the End Phase of each turn, 1d6 is rolled for each mapsheet. On a 5-6, the map is struck by lightning. Roll 1d3 to determine the number of bolts which strike that mapsheet. Roll 2d20 to randomly determine the hexes struck (rerolling both dice for impossible results, such as 1920). Each bolt has a randomly determined strength (roll 1d6). 1-3: 5 damage (1 hex, 1 location). 4-5: 10 damage (1 hex, 1 location). 6: 15 damage/5 damage (1+6 hexes, 1 location). All units within an effected hex take this damage value, and it is dealt to a single hit location.
Battlefield SupportRangers may select up to 20 points of Battlefield support. The MOC gains a minimum of 10 BSP, and may select up to 75% of the Rangers' point value (rounding up).
PCs Victory Conditions:1) Destroy or cripple at least 6 MOC Mechs and 8 total units
2) Have less than 6 Ranger Mechs destroyed or crippled.
3) End the game with more crippled or undestroyed units within the boundaries of the urban areas on BOTH sides of the river.
OPFOR Victory Conditions:1) Destroy or cripple at least 6 Ranger units
2) Have less than 8 total units crippled or destroyed by the end of the game
3) End the game with more uncrippled or undestroyed tonnage on the northwestern islands, or within 3 hexes of Hex 0217 of the Coast 1 map, than the Ranger Forces
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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2)The MOC forces will attempt to capture ejected MechWarriors for ransom instead of shooting them.