The Great Train Kablooie
23 February, 2773
The Rim Worlds are going to plow a train carrying a nuclear device into a city, basically out of spite. Stop the train, and try not to die yourselves.Scenario Rules 1) The Game set-up is as follows:
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[][][][] ->North
2) The Train will move from the south end of the board, along a pre-determined path, to the North end of the board. The train consists of several hexes worth of attached "cars". Each "Car" is targeted independently, and will remain attached to all other cars, even if destroyed (destroying a Car which is not the engine car will not derail the entire train). The leadmost car is considered the "Engine" car. The train has 4 MP on Turns 1 & 2, 5 MP on Turns 3-8, and 6 MP on turns 9+ (as it accelerates).
3) OPFOR units may leave the train at any time, by spending 2 Jumping MP and passing a PSR with a +1 modifier (in addition to all other modifiers). A Mech Car may contain up to 6 Mechs. OPFOR Mechs firing from the train suffer a +3 to hit modifier, and impose a +1 penalty to attempts to hit them (they are not counted as being stationary). A Mech car has a flat armor value of approximately 70, and the destruction of a mech car will immediately dismount all Mechs on board that car (count as 2-level fall) in the adjacent hexes, displacing as normal.
4) Passenger Cars have a flat armor value of approximately 50. Individual attacks which deal more than 3 points of damage will deal every 4th point of damage to the passengers inside.
5) Gun Cars have a Gunnery Rating of 4, and a flat armor value of approximately 80, but suffer no penalty for their own movement.
6) A unit may move within 3 hexes of the train and, if it makes no attacks whatsoever that turn, may scan all train cars within 3 hexes and within Line of Sight of that unit's position (End Phase Action, TN 10 Sensor Operations check). All details on all cars successfully scanned, including number and type of Mechs, surviving passengers, state of guns, and presence of the nuke, will be revealed by a successful check.
7) Once the nuke is revealed, the car must be destroyed (reduced to 0 armor). Once the car is destroyed, a successful attack during the following turn which deals 8 or more damage will destroy the nuke. There is a +1 target movement modifier (as the train is moving) to hit, and the shot counts as an aimed shot (+4 to hit, must roll 6, 7, or 8 to strike, otherwise shot missed; equipment and/or SPAs which affect an aimed shot DO affect this attack).
PC mechs may not physically board the train.
9) Units MAY move through the rail line hexes - these provide no cover and have no effect on LoS.
Special Game Rules-ALL EDGE IS REFRESHED TO YOUR ATTRIBUTE VALUE
Objectives1) Stop the entire Train from leaving the board
2) Do not destroy the Engine Car or the rail line itself
3) Destroy enemy units