FINAL SCENARIO
NORTH
SOUTH
DeploymentOPFOR Deploy: (deploy first): Must deploy anywhere on the central map. Up to 2 Hetzers and 2 Pos may be deployed as hidden units (hidden units cannot have active searchlights, but may benefit from a searchlit target).
PC Deploy: First hexrow of the south map
PC Reinforcements enter: Along the southern map edge, or along either E or W edge of the southern mapsheet.
OPFOR Reinforcements enter: n/a
Environmental Effects: 1) All Ground Vehicles are treated as having 2 fewer Cruise MP, recalculating their Flank MP normally.
2) All Heat-tracking units shed an extra 2 points of heat per turn.
3) All Energy weapons suffer a total +1 penalty to hit.
4) Direct-fire Ballistic Weapons suffer a total +3 penalty to hit
5) Missile weapons suffer a total +4 penalty to hit.
6) All Piloting Skill rolls suffer a +3 PSR penalty, except for Tracked Vehicles.
7) At the beginning of Turn 10, the Thin Snow Condition is in effect. Wheeled Vehicles increase their cost to enter a new hex by +1, and suffer a +1 penalty to PSRs. This also includes the Ice Condition on all non-building hexes.
8.) Ice: Apply a further +4 Modifier to any PSRs in an Ice Hex (a physical attack is not a PSR). Mechs or Non-Hover Ground Vehicles which make a facing chance and then move in an Ice hex must check normally to see if they skid, if they use Walking/Cruise or Running/Flank MP. A Mech which Jumps into an Ice hex must make a PSR with the normal +4 Ice modifier to remain standing. If the Ice hex covers Water, the Mech automatically breaks through the ice upon entering the hex on a roll of 4+ (1d6); if the Mech fails the hex entry PSR and falls anyway, it breaks through on a 6+ (1d6).
PC Battlefield Support: TBD.
NOTE: The Storm Condition increases ASF PSR TNs by +2. Bombs are considered Missile Weapons for purposes of Support Attacks TN penalties. Strike and Strafe Attacks count as Energy Attacks (since Stingrays are all lasers).
OPFOR Receives Fixed BSP assets: x12 medium minefields, placed on the central map.
PCs Victory Conditions:1) At least six units must exit the northern edge of the battlefield (in any condition where they can spend MP) (counts as 2 objectives)
2) Cripple or destroy at least 8 enemy units
3) Cripple or Destroy all ground-based enemy armor
OPFOR Victory Conditions:1) Cripple or Destroy at least 4 Player units
2) Cripple or Destroy at least 8 Player units
3) Destroy at least 1 Lance Leader's Mech
4) Allow less than 4 enemy units from exiting the north board edge
***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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
***Capellan MechWarriors will fire on ejected MechWarriors if no other legal targets exist within 3 hexes***
***Capellan units will prioritize fire against enemy units which have captured a Capellan MechWarrior, ignoring their defense of the convoy***