FINAL SCENARIO
NORTH
SOUTH
DropPort 1........Open Terrain 2......Mountain Lake
DropPort 2........Urban Suburbs......Battleforce 2
Urban Suburb....BattleTech Std......Open Terrain 1
A few extra pavement hexes will be added from MapPacks at the northeast corner of the southwest map, across the river (bridges), and to connect the BattleForce map road to the central suburbDEPLOYMENTPlayer: Center (10 hex radius)
OPFOR: East 6 hexrows on the BattleForce Map. East 6 hexrows on the south half of the Mountain Lake Map. East 6 hexrows on the north half of the Open Terrain 1 Map.
Base Units: Must deploy on any Western map. Turrets must be placed on a Building rated Medium or higher. A turret cannot deploy within 3 hexes of another turret.
Player Reinforcement Lance 1:Center (10 hex radius; cannot deploy within 5 hexes of an OPFOR unit)
Player Reinforcement Lance 2: West 6 hexrows
OPFOR Reinforcements: Enter from an Edge on the eastern half of the map (ie, up to halfway across the BT or Open Terrain 2 maps).
INTELLIGENCE BONANZA: The OPFOR Reinforcements will arrive on Turn 4.
Turret Stats: Gunnery score as listed. 2 tons of ammo PER WEAPON (no special munitions). CF: 45. (hey, these turrents are nicer than normal!)
PCs Victory Conditions:1) Keep more than 7 total units non-destroyed (50% of 13 starting units). Cripples are alive as long as they can expend MP.
2) Cripple or Destroy at least 8 OPFOR units (50% of 16 starting units)
3) Of the 8 Base Units (turrets + PXHs), have at least 4 of them non-crippled (or non-destroyed) by the end of the game
OPFOR Victory Conditions:1) Cripple or Destroy at least 8 total units
2) Cripple Destroy at least 4 of the Base Units
3) End the game with at 100 tons of non-crippled units within 3 hexes Hex 0808 of the central map, AND at least 2 non-crippled units within 5 hexes of Hex 0808 on the central DropPort map.
**FWL Vehicle units use normal abandoment rules; see Rules PDF***
**FWL forces will not fire on ejected PCs unless the PC has fired on them (while ejected) in a previous turn.**