No rerolls. Generate as is. Send OPFOR SPA's to my Dad.
NORTH
SOUTH
Maps
Open Terrain 2..........Battletech
Scattered Woods.......Open Terrain 2
DeploymentRanger Deployment: The Rangers enter the western edge of the board on their initiative on Turn 1.
OPFOR Deployment: Deploy into the Blue Zones on the eastern side of the board (full hexes only). No zone can hold more than 3 total Mechs. Each KGC must deploy a into non-adjacent Blue Zone relative to the other KGC (ex. the player deploys a KGC each into Blue Zones 1 & 3).
Environmental Effects:Medium Woods: ALL Woods hexes on the Open Terrain and BattleTech mapsheets are Heavy Woods. The Scattered Woods map is unaffected.
Low Gravity: Jumping MP are not affected by 0.7-g conditions. Recalculate all Walking/Cruising MP values to the following, and then figure Running MP from there:
Walk 3 = 4/6
Walk 4 = 6/9
Walk 5 = 7/11
Walk 6 = 9/14
Walk 7 = 10/15
Walk 8 = 11/17
If Running MP are used, and the Running MP used during that turn's movement phase is GREATER than the standard Running MP of the unit (ie, a 4/6 Grasshopper recalculates its movement to 6/9, and then Runs 8 hexes), make a PSR at the end of that move, using all standard modifiers, and an additional +1 penalty. If the unit fails, each leg takes 1 point of Structure damage for EACH "overage" MP spent that turn (in this case, each leg of the Grasshopper would suffer 2 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg. In the case of Vehicles, only the Front arc takes internal damage, and an automatic Motive Critical roll is made (counts as a "front" hit, and the motive type adds no modifier). VTOLs and WiGE units do not modify their MP and are therefore not subject to this internal damage as long as they spend airborne MP.
All Piloting skill rolls to stay standing and avoid skidding suffer a +1 penalty; this DOES effect VTOLs, WiGE units, and penalizes the TN to send an ASF out of control (or shootdown checks) by 1 as well.
Infantry gain a flat +1 MP, and have no chance of damage as a result of using the extra MP.
All direct-fire ballistic and missile weapon attacks suffer a +1 penalty to hit.
All BattleMech fall damage is reduced by 1 point (in the second grouping, if two groupings apply), and the PSR to avoid damage from falls is reduced by 1 point (a TN 5 PSR is a 4, instead).
Battlefield SupportNone.
PC Victory Conditions:1) Destroy or cripple at least 3 of the Ariguan Coalition Mechs
2) Have 3 units or fewer rendered incapable of spending MP, one of which must be the liaision
OPFOR Victory Conditions:1) Destroy or render at least 3 Wolverine Mechs incapable of spending MP at the end of the game.
3) Destroy or render the liasion unit incapable of spending MP at the end of the game
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 environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2) Captured MechWarriors receive a +2 TN penalty to recruit. Until they are recruited, MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Captured MechWarriors from this scenario cannot be ransomed.
3) OPFOR MechWarriors will attempt to capture ejected PC MechWarriors during this scenario, instead of shooting them.