FINAL SCENARIO
NORTH
SOUTH
MapsDropPort 1...Military Base 1....City (Subrubs)
DropPort 2...Military Base 2....DropPort 1
DropPort 2...DropPort 1.........SeaPort
DeploymentOPFOR Deploy: -Turrets are deployed first;x1 AC/5 Turret on each of the 3-hex triangular structures in the Military Base, Long Tom turret on the 3-hex triangular structure on the SeaPort Map.
-Infantry is deployed next. Up to 2 stands of each type of infantry may be deployed in any non-turret building in the Military Base. The others must be deployed at least 4 hexes from ANY building on the eastern 3 Mapsheets, or the south-central mapsheet.
-Roll 1d6: on a 1-3, the Vehicle Lance (SRM+LRM carriers) is deployed on the south-central map. On a 4-6, the vehicle lance is deployed on the east-central map.
-OPFOR Mech units are deployed on central mapsheets; randomize which lance deploys on which sheet.
PC Deploy: Enters from Western Board Edge (anywhere) as per initiative order.
OPFOR Reinforcements: Enters from Eastern Board Edge (anywhere) on Turn 9.
PC Reinforcements enter: Enters from Western Board Edge as skills dictate, or may enter via airdrop anywhere on the map. Note that players MUST inform the OPFOR the turn prior to the airdrop of which contiguous map(s) the players will airdrop upon.
Environmental Effects: Poor Maintenance: the wall surrounding the military base is several hundred years old and has already been damaged in the events which led to 30-weight becoming a lost world. AFTER DEPLOYMENT, the PCs may take 12 rubble counters and place them over the curtain wall hexes. Note that this reduces the height of the wall in those hexes to the height of the underlying hill, which means that Mech units can walk through that hex (paying +1 MP for the Rubble and requiring a Rubble PSR as normal).
Sane Fire Rules: For purposes of this scenario only, each Inferno missile or other flame-based attack which strikes an Infantry Unit in a building hex will deal 1d2 casualties at minimum, instead of reducing damage to 0 and checking to see if the building ignites.
DropPort: Grounded Aerospace units which begin the game on the board are considered terrain features and may not move or fire or affect initiative, for the purposes of this scenario. This does not mean they are nonfunctional units; only that they do not take active part in the game.
Battlefield SupportAs desired by the PC local commander.
OPFOR have a BSP allowance equal to 50% of the PC amount.OPFOR Battlefield Support: Limited to Air Cover, Air Support, and Minefields.
-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 AND all of the turrets (either by destroying the turrets directly or collapsing the buildings beneath them) by the end of game time.
2) Have no more than 8 friendly units destroyed or crippled by the end of game time
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.***
***AC/5 Turrets EXPLICITLY have access to Flak ammunition as well as regular ammo. Their primary purpose is AAA. The Long Tom Turret has access only to standard high explosive ammunition. As a reminder, the on-board Long Tom uses STANDARD artillery rules from TacOps, NOT the BMM rules. This means that it has a 17-hex direct-fire range, and every 17 hexes beyond that incurs a 1-turn impact delay. The Long Tom will not deliberately fire inside its own base. The Long Tom will not fire at at a target nearby if the resultant splash damage is sufficient to destroy the Long Tom itself. The Long Tom Turret is always capable of Point-blank Fire, regardless of whether it is Hidden (TacOps p185)***