MAP

N
WE
S
FORCE LIST
DEPLOYEDEHRESCHULD - LOCAL CO
BLITZKRIEG
PILUM
+2 OTHERS FROM LIST BELOW CHOSEN BY LOCAL CO
FIRE
FURY
FOIL
JAZZ
PALADIN
WEATHER + DAYLIGHT:FIXED - CALM CLEAR DAYLIGHT
RANGER AND LYRAN DEPLOYMENT IN ORDERLYRAN1a) 6th Lyran boat 1 chooses from zones 1-5
1b) 6th Lyran boat 2 chooses from zones 1-5
1c) 6th Lyran boat 3 chooses from zones 1-5
1d) 6th Lyran boat 4 chooses from zones 1-5
1e) 6th Lyran boats may not deploy more than a single boat to a zone.
1f) Lyran boats deploy first half of boat on board edge in desired zone and will start at full 8 MP.
2) 6th Lyran hover group 1 enters on initiative from south map edge
3) 6th Lyran Force 1 enters on turn 1 from Western board edge but not on the northern island (red zone 6).
RANGERS1a) Rangers deploy up to 2 lances into blue zone A
1b) Rangers deploy up to 2 lances into blue zone B
1c) Rangers deploy up to 2 lances into blue zone C
DO WE HAVE A TRAITOR AMONG US?:TRAITOR HAS DECIDED TO LAY LOW. NO EFFECT ON SCENARIO.
ADDITIONAL INFO1)Security team facilities are set up on the southern map. Do what we can to protect them but it's not like these are
our supplies. That being said they are counted as objective buildings.
REINFORCEMENTS:RANGERS:We are on our own folks. Our other forces are guarding the dropships or the civilians. None of them want to be with us here now at this point and I don't blame them. They will lift off with everything they can if we are overrun.
AFFS/LA forces have made contact but may not be in position to assist yet. If able it would be with limited forces via hot drop only or ASF attacks.
6TH LYRAN GUARD:1)6th Lyran Rapier Class Patrol Destroyer deploys turn 2 on the blank water maps.
2a) 6th Lyran Force R1 enters on turn 4 from Eastern board edge (RED ZONE 7).
2b) 6th Lyran vehicle group may deploy from Eastern board edge with R1.
3)Reinforcement 2 - UNKNOWN
RAPIER PATROL DESTROYER MP 5/8 - GP 4/5 (THIS MAY OR MAY NOT BE HARD TO KILL)1)Enters from the West on the blank water maps and may only enter from one of the middle 2 hex rows.
2)Starts game at 5MP speed and may only increase or decrease speed by 1.
3)May spend 5MP to remain stationary
4)May not target a mech with more than a single turret. (Side/front/rear bays may shoot the same target as one of the turrets.)
5)May only turn 1 hex side after advancing a minimum of 3 hexes. (Center hex of ship is pivot)
6)If at any point the ship/part of ship drifts off map after entering the board it is considered to have had those hexes destroyed and run aground.
7)Each weapon hitting the ship above water triggers TN12 breach check if it hits the front/rear/side.
8 )Engine critical hits are ignored on TN8+ (when inflicted)
9)Must have 3 hexes flooded in order to be sunk.
10)Turret destruction does not destroy the unit. Remaining damage goes to same side.
11)once sunk it becomes depth 1 water over entire ship.
12)Any units on the ship fall into depth 1 water automatically as the ship hits the bottom immediately.
13) AOE ATTACKS HAVE SPECIAL RULES AGAINST NAVAL VESSELS.
14) BOARDING/BOARDED UNITS HAVE SPECIAL RULES TO SHOOT AND BE SHOT
15) UNIT IS BAR 10 ARMOR
16)UNIT IS LARGE AND UNITA GET +2 TO FIRE AT IT
LYRAN BOATS = BATTLEMECH LANDING CRAFT CRAFT ITSELF 2x2 - LVL 2 SIDES/REAR AND LVL 1 FRONT - 5/8 MP WITH ROUGHLY 73 POINTS PER SIDE TO REMOVE THE SIDE
- DONT BOTHER SHOOTING UNLESS YOU CAN MANAGE OVER 75 INTO ONE SPOT MULTIPLE TIMES AS THEY FOLLOW SAME RULES AND WILL HAVE LANDED ON THE BEACH BY TURN 1-2
- MECHS DISMOUNT THE TURN AFTER HITTING THE BEACH AND CAN BEGIN FIRING
BSP: RANGERS - Liason has panicked and gave full green light. We don't have much choice.
1) Each artillery tube may be used twice.
2) Each fighter may make 2 sorties. Must be either full defensive load or offensive load per fighter.
6TH LYRAN GUARD12 ASF BSP
ENVIRONMENT:TERRAIN:Any half hexes that have a change in elevation are considered the lower value.BUILDINGS: 1a) All buildings are as marked or otherwise listed below. (15L/40M/90He/120Ha)
1b) Unmarked buildings are 40CF
1c) Each time a part or ammo cache is struck it has a chance to explode. TN10+ after each unit's firing is complete and explodes with same size/damage as longtom shell.
NUMBER OF BUILDINGSCITY MAP - 12 buildings
SUBURBS - 39 buildings
CROSSING - 3 buildings
54 total buildings
PAVEMENT: IF IT LOOKS LIKE PAVEMENT HALF HEX OR OTHERWISE IT IS. WATER:BLANK MAPS AND HALF HEXES WITH WATER ARE DEPTH 4 MY ADDENDUMS TO RULES FOR BELOW - WRITTEN RULES ARE JUST HARSH AND NOT WHAT HAD IN MIND WHEN MADE MAP FOR SCENARIOMODIFIED SHEER CLIFFENTERING THE HEX FORCES A PSR AT +2 (INCLUDES JUMPING)
EXITING THE HEX COSTS +1MP IN ADDITION TO THE LEVEL CHANGE AND MAY ALLOW A UNIT TO EXTEND ABOVE NORMAL ELEVATION CHANGE RULES. (IF NOT JUMPING)
FAILING PSR RESULTS IN DOWNHILLSKID TO LOWEST ADJACENT LEVEL. (1d6 1d3 1d2 if multiple)
-EX1 ATLAS FROM DEPTH 2 MOVES TO SHEER CLIFF - PSR AT +2 - PASS - ATTEMPTS CLIMB THE FOLLOWING TURN TO ADJACENT LVL 3 - COST 5 MP TO CLIMB TO THE TOP AND FINISH TURN ON LVL 3
-EX2 ATLAS FROM DEPTH 2 MOVES TO SHEER CLIFF - PSR AT +2 - FAIL - SKIDS BACK INTO THE 1d6 DIRECTION DEPTH 2 WATER TAKING BOTH A 1 LVL FALL IN HEX AND THE DEPTH 2 FALL DAMAGE WITH BREACH CHECKS
MODIFIED UNSTABLE RUBBLEENTERING THE HEX FORCES A PSR AT +2 WITH +1MP PER HEX (INCLUDES JUMPING)
FAILING THE PSR DISPLACES 1 HEX IN 1D6 DIRECTION. THIS UNIT HAS FALLEN AND FALL DAMAGE IS DONE AS NORMAL. (NOT DOING THE X2 DAMAGE)
MODIFIED BUNKERSLVL 2 100 CF
OCCUPYING UNITS WITHIN THE DESIGNATED MAP "U" GET PARTIAL COVER REGARDLESS OF SHOOTERS HEIGHT.
UNITS ADJACENT TO BUNKER FIRING AT EACHOTHER BOTH IGNORE THE PARTIAL COVER.
VICTORY CONDITIONSRANGERSTHEY MUST BE STOPPED
1a)VP1 – Save 25% of buildings - 14
1b)VP1 – Save 50% of buildings - 27
1c)VP1 – Save 75% of buildings - 41
AT WHAT COST?
2a)VP1 – Take no more than 25% destroyed or crippled - 5
2b)VP1 – Take no more than 50% destroyed or crippled - 10
2c)VP1 – Take no more than 75% destroyed or crippled - 15
6TH LYRANWAR CRIMES - ALL BUILDINGS
1a)VP1 – Destroy 25%+ of buildings - 15
1b)VP1 – Destroy 50%+ of buildings - 28
1c)VP1 – Destroy 75%+ of buildings - 42
REVENGE - RANGER MECHS
2a)VP1 – Destroy 25% of Rangers - 6
2b)VP1 – Destroy 50% of Rangers - 11
2c)VP1 – Destroy 75% of Rangers - 16
MISC: 1) Opfor pilots are now fanatical and if captured immediately make TN10 check to explode. TN10 with 1d6 damage to pilot. Players may use edge on the 1d6 roll.
2) Ranger pilots that are captured are ransomed at double cost at end of contract.
3) Exiting the battlefield requires 1 turn stationary at board edge.