Sunteți pe pagina 1din 4

Scenario: The Fires Of Hell

Standard battlefield
Circular terrain placed on table, representing OIL TANKS in the refinery
Special Rules
If an attack misses its target, the shot is presumed to continue along that vector to its
maximum range.
If the shot intersects with one of the Oil Tanks roll a D6; on a 5 or 6, the Tank explodes
1a) The Tank is on fire, treat the terrain as BLOCKING for line-of-sight and for movement
of INFANTRY and VEHICLES. Treat the terrain as HINDERING for Mechs.
1b) Each unit within 6 takes 1D6 clicks of damage, rolled separately; decoy/eccm/etc does
not apply. Armor does not prevent damage.
1c) Each Mech within 6 takes 2 clicks of HEAT.
For each turn an INFANTRY or VEHICLE unit is within 6 of the fire, it takes 1 Pushing
damage (from the heat); any Mech within 6 does not automatically lose heat at the end of
the turn and all Vent Ratings are reduced by 1.
Any Mech occupying a Fire at the end of a turn or that has passed through a Fire on that
turn takes +1 heat in addition to any other heat generated that turn.
SMOKE
Establish wind direction at start of game
Smoke travels downwind 12
Units within smoke cloud have Defense +4, line-of-sight is considered to be as per
HINDERING terrain

Scenario: Lunar Battle


Standard battlefield representing a barren lunar surface.
Special Rules
Blocking Terrain only
No aircraft, no hover vehicles, and only infantry with Battle Armour in their name
LOW GRAVITY
Speed is increased by 2
NO ATMOSPHERE
All Ballistic Weapons have +2 range
Units which reach Salvage are considered to be destroyed immediately.

Scenario: Under The Sea


Seek and destroy mission on the oceans floor
Special Rules
Only Battlemechs and Infantry with Battle Armour can take part
No energy weapons, just ballistic and melee; weapons range reduced to maximum 10.
Entire board is considered to be Hindering; speed is reduced unless units have jump jets or
aquatic speed mode.
Mechs gain +2 vent and all loose 1 heat regardless of actions taken each turn. (each Mech
loses 1 heat each turn, even if it pushed, pulsed, assault ordered, etc)
Salvaged units are considered instantly dead

PRISON BREAK
Defender places one Terrain Pc on the board at least 12 from any edge/deployment zone.
Attacker must make a capture attempt against the Prison (defense 20) and then hold the
Prison by remaining in base contact for 2 turns while the prisoners are freed.
Capture attempts made while Defender units are in contact with structure are considered to
have a +4 to their defense value
Afterwards, during command stage, the attacker rolls 1D6; player gains that number of
orders WHICH MAY ONLY BE USED to give MOVE ORDERS to the Prisoners
Prisoners:
Speed 6, 1 click of life may only be given move orders
Prisoners are worth 20 points as VC 1 when they reach the Attackers deployment zone
Defender gains no points for killing prisoners, but 20 points VCs if recaptured; prisoners
returned to the Prison are worth double
Each Command Phase, roll a D6
PC takes effect until next round
1 - DUST STORM
2 - NIGHTFALL
3 HEAVY FOG
4 - PERFECT DAY
5 - GRASSLANDS
6 - EARTHQUAKES

S-ar putea să vă placă și