FINAL SCENARIO
(Since we just went "back to start" on the conditions I didn't bother cropping a new image, just imagine it says "0 rerolls remaining")
NORTH
SOUTH
Open terrain 2.....Deep Canyon 1....Hvy Woods 2
Hvy woods 2.......Deep Canyon 2....Hvy Woods 1
Hvy Woods 1......Deep Canyon 1.....Scattered Woods
TERRAIN NOTE: The tops of the ridges should have more woods; depending on how many Hexpack: Lakes & Rivers (which contain Woods hexes) I can get at the game, there may be additional woods hexes on the ridges. However, these are guaranteed to be there (thank you, Jon, for those green hexes you 3d printed).
Yes, it's 3x3. There's a scroll bar at the bottom of the post.
GM NOTE: MekHQ starts the game from the time the combat drop has LANDED; the airdrop is handled "pre-game" and denies the participants the chance to exchange fire or to see where the incoming Mechs are falling. I have moved the OPFOR start point slightly further south to accommodate for this; to do otherwise would essentially "spot" the OPFOR 2 extra turns of movement before the PCs are able to do anything of note.
DeploymentOPFOR Deploy: (deploy first) Two Convoy units are placed on the road hex marked with a red star. Two more civvies are placed in the road hex directly behind of the red star. Two more civvies are placed in the road hex south of them. Continue placing like this along the road until all Convoy units are placed, obeying all stacking rules. OPFOR Combat units may be placed up to 5 hexes away from the convoy in all directions.
PC Deploy: ALL PCs Mechs will be placed on the board, above their target hex, on their initiative count during Turn 1. They are considered to be at Altitude 3 (ie, +6 hexes range) and Jumping (+3 TMM, 3 AMM). Any falling unis which wish to fire have an additional +2 AMM on top of their Jumping penalty. They will land on their initiative count on Turn 2, counting as Jumping (same modifiers as Turn 1) and using their entire movement allowance fo Turn 2. Landing requires a PSR with a +1 penalty (Moonless Night, TO pg 36). They may move normally on Turn 3.
PC Reinforcements enter: simultaneously with deploying units.
OPFOR Reinforcements enter: n/a
Moonless Night Effects: 1) Units must spend +2 MP to enter a new hex using any movement type *except* Jump MP. This penalty may be avoided; a non-infantry unit can choose to ignore the +2 per hex modifier. If you choose to do so, you have to make a PSR immediately upon entering EACH HEX. In a MECH or INDUSTRIALMECH, if you fail you fall and have to get up again, but you may continue your movement. In a VEHICLE, if you're in Clear Terrain you lose 1 MP and can continue your movement. In any other terrain (including roads!), you crash and sustain damage to its Front as though it had charged however many hexes you'd moved so far that turn. Plus, your movement ends once you crash (unlike a Mech, which can get up and keep going.)
2) All Weapon Attacks suffer a +3 penalty, unless the target is illuminated by an Active Spotlight
3) All Physical Attacks suffer a +1 penalty, unless the target is illuminated by an Active Spotlight
4) All Piloting and Control rolls suffer a +1 penalty
Searchlight-equipped OPFOR Units:J-27
Coolant Truck (hover)
Cooland Truck (tracked)
Lumberjack
Stalker
Zeus
Marauder
PC Battlefield Support: TBD. Air assets may not be employed until Turn 3 (they're protecting the hot-dropping units).
OPFOR Recieves Fixed BSP assets: x2 Light Air Cover.
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 Convoy units
3) Cripple or Destroy 12 Convoy units
***PCs must have destroyed all 12 Convoy units in order to declare victory. PCs may only exfiltrate the battlefield from the East and West long mapsheet edges***
OPFOR Victory Conditions:1) Cripple or Destroy at least 4 Player units
2) Exit at least 1 Convoy unit off the north edge of the board. If at least half of the Convoy units have been destroyed, Convoy units may exit off the south edge of the board (Convoy units MAY NOT move south within 5 hexes of the road, until this condition is met OR the bridge is destroyed; the hexside shifts required to move laterally don't count as moving south)
3) Destroy at least 1 Lance Leader's Mech
***EXTING THE BATTLEFIELD***
Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the Moonless Night MP penalty doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
***SIMPLIFIED SCREENING ***
Capellan MechWarriors may use "screening movement" to defend Convoy units. They must move adjacent to a hex containing a Convoy unit, and spend 2 additional MP during the movement phase to do so. They may not have used jumping MP. If a line of fire targeting that adjacent hex passes though the hex they occupy, the firing unit suffers a +2 to hit penalty against the Convoy unit. Capellan units using screening movement suffer a +2 to hit penalty to their own weapons fire.
***Capellan MechWarriors
will not fire on ejected MechWarriors if there is an enemy unit within LoS and range of a Convoy unit AND the Capellan Mech (protecting the convoy is more important than executing the enemy)***
***Capellan units will prioritize fire against enemy units which have captured a Capellan MechWarrior, ignoring their defense of the convoy***