This scenario is meant for Recon/Light Lances only (total 200 tons and under)
Need 2 standard battletech maps. The maps should be set up widthwise and parallel. Set the maps up as follows:
North --------------------------------------------- | | | | hhh | hhh | | hhh | hhh | | hh h | h hh | W| hhh L | L hhh |E e| h LL | LL h |a s| hh LLL | LLL hh |s t| L | L |t | L LL | L LL | | hhh L | L hhh | | h h | h h | | h | h | | hhhh | hhhh | --------------------------------------------- South L = water hexes h = hill/Level 1 - 3 hexesOnce the maps are set, roll for initiative to determine who sets up first. Winner of initiative choses if they wish to set up first or second. Once this has been determined, alternate sides, with each side setting up one 'Mech at a time until all 'Mechs are completely set up.
Since only a single lance is being used on each side, each player decides which two 'Mechs will start the game on the map, and which two will be off-map. The person who lost initiative is considered to be the 'Defender'; the person who won initiative is considered to be the 'Attacker'. The Defender sets up his 2 'Mechs within 5 hexes of the West edge of the western map. The Attacker likewise sets up the same but on the eastern map and map edge. The Defender's 2 off-map 'Mechs may enter the game from the West edge any time after Turn 1. The Attacker's 2 off-map 'Mechs may enter the game any time after Turn 1.
Each side must also secretly place a small depot or cache of parts/supplies. Record where this is located. The cache may not be placed in any water hexes. It may be seen/detected by any enemy 'Mech which has a line-of-sight visual to it. Level 1 or higher terrain will block the line of sight, as will two or more light woods hexes. 1 heavy woods hex will also block the line of sight, unless the cache is in the heavy woods hex and there is no other intervening terrain to the enemy 'Mech(s) in question. The cache can sustain up to 20 pts of damage before being destroyed. It is in and of itself worth no points. It is only available in case one of the Mission Objectives dealing with it is rolled for.
During the course of the game, at the end of each turn, each player keeps track of the number of surviving 'Mechs he has in 'enemy territory' (on the far map). At the end of the game total up the numbers for each turn. If a player rolled for the 'Aggression Objective' as one of his objectives and has a higher total than his opponent, he wins the Aggression Objective mission. If not, too bad.
The scenario ends after 10 turns
This scenario has many different objectives. Each side will have its own set of goals for its mission, goals which are unknown to the enemy. There are 11 different Missions. Each side secretly rolls 2d6 and subtract 1 (to generate a number between 1 and 11) twice, rerolling any duplicate rolls to generate two different Mission Objectives (which may or may not be the same). The first roll is the Primary Mission Objective. The second roll is the Secondary Mission Objective. If by some chance the two mission objectives conflict, the player(s) may choose to concentrate on only one objective. Also, players may operate to thwart the opponent's mission objectives. This may be done in addition to or in lieu of completing their own Mission Objectives.
For each player who accomplished their Primary Mission Objective, their surviving 'Mechs gain 1/2 pt. For each player who accomplished their Secondary Mission Objective, their surviving 'Mechs gain 1/4 pt. If a player accomplishes both of his Mission Objectives and prevents the enemy player from accomplishing either of his Mission Objectives, that player's surviving 'Mechs gain an additional 1/2 pt.
It is possible that each side can retire from battle claiming victory. Such is the case when in the Fog of War.
See campaign/tourny rules for kill points