FINAL SCENARIO
NORTH
SOUTH
MapsRoll Hills 1.................Roll Hills 2
Scattered Woods........Woodland
DeploymentCivilian Deploy: Must deploy 2 units first, along southern board edge (no east-west limit)
OPFOR Deploy: Must deploy all units second, within 1 hex of the centerline of the board (no east-west limit)
PC Deploy: Deploys last, along northern board edge (no east-west limit)
Environmental Effects: None.
Battlefield SupportPCs must select any ONE of the following prior to deployment:
1) 3 Marksman artillery strikes
2) 1 Light Air Cover, 1 Heavy Air Strike
3) 1 Light Air Cover, 1 Long Tom Strike
OPFOR Battlefield Support: roll 1d6 AFTER deployment (air and artillery may not target civilians, though may splash or scatter onto them):1) 1 Light Air Cover, 1 Heavy Air Cover
2) 3 Light Bombing
3) 1 Strafe, 1 Light Air Cover, 1 Light Air Strike
4) 1 Sniper Artillery Strike, 1 Light Air Cover
5) None
6) FASCAM minefield delivery; place 10, 10-point minefields, then roll 1d6+1 per minefield. This is the amount of scatter that minefield suffers (use fall direction to determine scatter direction, "north" is 1). Write down final hex numbers for minefields. Minefields will auto-detonate against the FIRST UNIT which enters the minefield; damaging that unit on a 6+, in groups of 5 to the kick location table (or Front Location Table for vees). PC player is not privy to minefield locations unless detected by Beagle Probes or the Eagle Eyes SPA.
-Note that OPFOR LIGHT air support can target PC Battlefield artillery support. This can be countered by Air Cover as per normal. The actual specific artillery vehicle targeted will be randomized.
PCs Victory Conditions:1) At least 2 civilian units must survive until the end of Turn 12 (civilian units can exit the board under normal rules; these units count as having survived, NOT as casualties)
2) Keep at least 2 mechs of your starting Lance capable of spending MP.
OPFOR Victory Conditions:1) Prevent the PCs from achieving their victory conditions
2) Destroy or Cripple as many PC units as possible.
3) Do not flee or attempt to exit the battlefield unless at least 4 Pirate units have been crippled or destroyed.
***EXTING THE BATTLEFIELD***
Exiting the battlefield requires a unit to remain stationary (not immobile) 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).
***Pirate MechWarriors will fire on ejected MechWarriors if no other legal targets exist within 3 hexes***
***Pirate MechWarriors will prioritize firing at Ranger Mechs if the Ranger Mech is an equal or closer distance than the civilian Mech and within their torso-twisted LoF (not arm weapon LoF). Pirate MechWarriors will not intentionally expose their backs to a Ranger Mech in order to find a firing solution on a civilian unit.***
***Captured Pirate MechWarriors recieve a -2 TN bonus to recruit. Until they are recruited, Pirate MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Pirate MechWarriors cannot be ransomed.***