Lamar heals 1 point of damage naturally, and doesn't take any further effects for any low rolls.
OK, scenario:
MapsCity Residential.......City Downtown
Drop Port 2............Seaport
DeploymentRanger Deployment: Ranger Mechs enter along the southern, or the western edge of the Drop Port Map, or the eastern edge of the Sea Port Map, on their initiative on Turn 1. No more than 2 Mechs may share a map edge, (the south edge of the Drop Port and Sea Port are considered separate map edges).
OPFOR Deployment: Deploy anywhere in the northern half of the two northernmost maps. Deployment inside buildings is prohibited. Deployment onto a building is legal, but the unit must have a legal movement path on and off of its starting position (without involving a mandatory fall).
Target Deployment: Deploys first as a Hidden Unit, using standard Hidden Unit rules (TW p259; write down the hex into which the DT is deployed, no clear, paved, or water hexes; note that the top of a building is NOT a clear hex). May deploy on either Northern Map. Deployment inside buildings is prohibited. Deployment onto a building is legal, but the unit must have a legal movement path on and off of its starting position (without involving a mandatory fall). Once only, if an OPFOR unit would detect the DT as a result of their deployment, the DT player may take a "mulligan", redeploy, force the OPFOR to redeploy, and THEN must reveal the written hex number the DT had deployed into. If this happens a second time, the DT begins the game revealed (and probably in serious trouble).
Environmental Effects:Dusk/Dawn: All units suffer a +1 penalty to hit beginning on Turn 9.
Low Gravity: Jumping MP and airborne (including WiGE movement) 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) Rescue the designated target through 1 of 2 methods:
a) the DT must exit the board via the southern map edge, using standard rules
b) the DT may abandon their unit and be picked up by a friendly Mech. The friendly Mech must move adjacent to the DT and remain stationary there for 2 turns; the DT is then considered to be on board the friendly Mech. The friendly Mech must then exist the board via any non-northern map edge, using standard rules.
*) if the OPFOR have had at least 4 units rendered incapable of spending MP, AND the DT has boarded a friendly Mech which is capable of spending MP, the Ranger player may declare /victory.
OPFOR Victory Conditions:1) Prevent the DT from escaping.
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 the best of their ability, to kill any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.
4) Ranger player always regains their own unit salvage after the battle. They gain control of the OPFOR salvage if 3+ OPFOR units were rendered incapable of spending MP, AND the Ranger player wins the scenario.