Game Setup
This game is played on four BattleTech mapsheets. These maps are determined randomly (see TW, pg 263). The Coyote player has 2 points of Edge available to reroll map results. Maps MUST be laid out as indicated below, and may be arranged as chosen by the Coyote player (ie, roll for the maps, do the bidding process, then lay out the maps).
Map Layout
east [][]......west
.......[][]
Deployment
OPFOR
OPFOR units must deploy no more than 8 hexes from the central point of the battlefield (ie, the hex where all 4 maps touch). The OPFOR must deploy 1d6+6 buildings within this space as well. There are two types of buildings: 3 level tall, 80 CF buildings (hangars), and 1 level tall 100 CF buildings (ammo bunkers, command centers, etc). Half of the buildings, rounded up, are hangars. Be sure they are visually different. Finally, the OPFOR recieves two portable defense turrets, each with 35 CF, a single LB-10X on a 360-degree mounting, a 4 Gunnery Score, and 2 tons each of cluster and standard ammo (these cannot break or declare zell). Buildings, turrets, and OPFOR starting units must be deployed prior to Turn 1.
Clan
The Clan player must nominate (write down, in secret) their deployment board edge. Clan units enter the board along their chosen board edge during their movement on Turn one. To be clear, the OPFOR should NOT know your deployment location prior to the roll for Initiative on Turn 1.
Game Rules
1) Neither side will operate under Forced Withdrawal rules.
2) This game will end after Turn 15.
3) The OPFOR player may receive reinforcements. Beginning on Turn 4, roll 2d6. On a 9+, the reinforcements arrive. Each turn after Turn 4 adds +1 to the 2d6 roll. They always arrive on the start of Turn 9 if they have not already done so.
4) Walking to within 3 hexes of a building with a functional Active Probe will immediately identify that building. Walking within 1 hex of a building without an Active Probe will identify that building. A unit using Running, Jumping, Flank, or Airborne movement modes cannot ID the building type at all.
5.) Note that Active Probes do not function if within a hostile ECM bubble, and targets inside said bubble cannot be scanned.
6) A non-aerospace unit which has withdrawn off its entry board edge has fled the battle. It counts for Objective scoring purposes (allowing you to achieve "Hello, HQ" before Turn 15, for example), but it not technically "destroyed".
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Warchest Rewards and Costs
Track Cost: 100
Objectives
1) Hello, HQ: Discover the HQ facility AND exit at least half of all forces from the playing area by the end of Turn 15. +200
2) Completionist: Identify the contents all the warehouses AND destroy or cripple all mobile defending units (defending units which exit the map count as destroyed). +250
Options (you must achieve at least one Objective to receive Option Warchest Payouts)
+100 Complicated Weather: Roll once on the Weather Table (pg.69, TO) and apply the result to the battlefield.
+100 Intelligence Leak: They knew you were coming and could react accordingly. The OPFOR receives 10 extra 20-point vibrabomb minefields which can be set down to 35 tons.
+100 Heavy Defenses: The OPFOR receives 2 extra gun turrets, and their gunnery scores are set to 3 instead of 4.
Zellbringen (you MUST choose one level of Zellbringen. If you achieve no Objectives, you receive HALF of the listed payout. If you achieve at least one Objective, you receive the full payout)
+0 No Zellbringen: Clan forces may engage OPFOR units without regard for Zellbringen (ie, they may combine fire and may use area-effect weapons and physical attacks). This cannot stack with any other Zellbringen option.
+150: Liberal Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling** rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use area-effect weapons, and may not use physical attacks. At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6. On an 7+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario. For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.) This cannot stack with any other Zellbringen option.
+300: Strict Zellbringen: Clan forces must engage OPFOR using Zellbringen duelling rules (ie, they must engage in 1-on-1 [or 1-on-2, 1-on-3, etc] duels with OPFOR units, may not use or deploy area-effect weapons or units which mount area-effect weapons [they must be bid away], and may not use physical attacks. At the end of each phase in which the OPFOR combines fire, uses area-effect weapons and/or physical attacks, or breaks LOS for the second turn in a row, the Clan player must roll 2d6. On an 9+, the Clan player is freed from the confines of Zellbringen for the remainder of the scenario. For every subsequent turn in which the OPFOR breaks Zellbringen, the TN of this check is reduced by 1.) This cannot stack with any other Zellbringen option.