FINAL SCENARIO
SOUTH -------->WEST
NORTH <--------EAST
(Yes, I reversed the stupid image and I don't want to re-upload it to fix it. PCs enter from the side with the Coast Map)
MapsBT Map.................Open Terrain 1....CityTech
Open Terrain 2.......Roll Hills 2..........City Ruin
Coast 2................BT Map................Woodland
There will be buildings on the pavement sections.
DeploymentOPFOR Deploy: Must deploy all armor units and 3 Lance (Crsader/Archer/Shootist/Javelin) first, deployed anywhere on the western side of the river.
PC Deploy: Enters from Eastern Board Edge (anywhere) as per initiative order.
OPFOR Deploy 2: Enters from Western Board Edge (anywhere) as per initiative order
PC Reinforcements enter: Enters from Eastern Board Edge (anywhere
Environmental Effects: Dawn: +1 to hit for first 8 turns.
Battlefield SupportPCs *must* select BSP being used at least 1 week prior to game date.
PC Battlefield Support: TBD
OPFOR have a BSP allowance equal to 70% of the PC amount.
OPFOR Battlefield Support: To be revealed
-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) Destroy or cripple at least 12 enemy units by end of game time
2) Have no more than 6 friendly units destroyed or crippled by the end of game time
**PCs may not declare victory unless all PC units have existed the field, or until all pirate forces within 15 hexes of the river have been destroyed**
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 10 Pirate units have been crippled or destroyed
***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).
***Pirate MechWarriors will fire on ejected MechWarriors if no other legal targets exist within 3 hexes***
***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.***