OPFOR Deploy: Up to 5 hexes from North Edge (deploy first)
PC Deploy: Up to 5 hexes from South Edge
OPFOR Reinforcements enter: TURN 7; The Northern edge, or up to 1/2-way across the map along the Eastern Edge
PC Reinforcement enter: The Southern edge, or up to 3/4ths across the map along the Eastern (1-3 on a d6) or Western (4-6) Edge; determine Edge the turn prior to reinforcement entrance
Light Fog Effects: Units must spend +1 MP to enter a new hex using any movement type *except* Jump MP.
PC Battlefield Support: Requesting x2 Heavy Strikes
OPFOR Recieves Fixed BSP assets: x1 Light Air Cover, and 2d3 Medium-density minefields (TN 8; x4 damage groups; may only be placed in Woods hexes, determined during OPFOR deployment). If PCs deliberately move Mechs through/into buildings, or fire into a non-Comms building, OPFOR gains x1 Light Air Strike only on the following turn from the qualifying act. This happens EACH time a qualifying event occurs. Lost ASFs remove air assets from future games.
PCs Victory Conditions:1) Keep more than 4 units non-destroyed (50% of 2 starting lances). Cripples are alive as long as they can expend MP.
2) Cripple or Destroy at least 6 OPFOR units
3) Cripple or Destroy at least 10 OPFOR units
4) Locate and destroy the building containg the OPFOR Comms Node (north half of the map; building must be 1, 2 or 3 hexes in size and non-hardened). To scan a building, a mech must be stationary within 3 hexes of some part of the building for 1 full turn. A mech which mounts an Active Probe, has a pilot with the Eagle Eyes SPA, or has the Command Mech/Improved Comms Quirk can scan buildings within 3 hexes as long as it spends only Walking MP. The hex of the building containing the Comms unit always has 40 CF regardless of the building type. If the scenario ends prior to the building's destruction, it is assumed OPFOR units have evacuated the relevant commo equipment in civilian vehicles.
OPFOR Victory Conditions:1) Cripple or Destroy at least 4 Player units
2) Cripple or Destroy at least 6 Player units
3) Keep more than 6 units non-destroyed (50% of 12 starting units). Cripples are alive as long as they can expend MP.
4) Destroy at least 1 Lance Leader's Mech
***Capellan Armor Crews will not abandon a vehicle until it is incapable of firing AND incapable of movement***
***Capellan MechWarriors will fire on ejected MechWarriors if there are no closer enemy units (irrespective of LoS/LoF)***
***Capellan units will prioritize fire against enemy units which have captured a Capellan MechWarrior***