Force name: Sorenson's SabresTrack name: Recon
Starting WP: 100
Track WP Cost: 50
Remaining WP: 50
Objectives:1. ID / Scan all of the Defender’s force. Scanning must be done within 4 hexes of an enemy unit at the end of the Movement phase and in lieu of any attack. (Reward: 75)
2. Escape! At least half of the Attacker’s force must survive and exit the Attacker’s home edge after eight turns. (Reward: 25)
Options used (points are gained if at least one Objective is completed with following optional rules, all bonuses cumulative):
+25 Rain: Rain obscures vision, so apply a +1 to-hit modifier to all weapons fire made in rainfall.
+25 Mushy Ground: Apply a +1 modifier to all Piloting Skill Rolls.
EDIT: since the maps selected are desert hills, the situation is a sandstorm. both modifiers apply.
Special rules: Forced Withdrawal: Under the Forced Withdrawal rule, crippled units must retreat from the battlefield (when damage has rendered them useless or they are in imminent danger of being destroyed; see Crippling Damage, below). A unit making a forced withdrawal must move toward the edge of the map board designated for the scenario. However, a unit need not spend Running MP; it can move backward if the controlling player wishes. Withdrawing units may not directly engage an enemy unit, though they may add their firepower to help cut it down. Any enemy unit that closes within range of a weapon or physical attack by a withdrawing unit may be targeted as well. The following guidelines cover the many circumstances that may occur. Within these guidelines, the gamemaster’s decision is final.
Crippling Damage: Any non-player unit that suffers crippling damage must withdraw from the map board. Unless otherwise stated in the Special Rules section, crippling damage is defined as follows:
- A BattleMech is considered crippled when a side torso location is destroyed; the ’Mech takes two engine critical hits; the ’Mech takes one gyro and one engine critical hit; or it loses the use of its sensors. Internal structure damage in three or more limbs or two or more torso locations (the torso internal structure damage does not count towards crippling damage if that location still has front armor), or four or more pilot hits, also renders a ’Mech crippled, as do the loss of all the ’Mech’s weapons to damage or ammunition depletion. If all of a ’Mech’s weapons are destroyed and it can no longer move, the ’Mech is considered destroyed.
- All of a unit’s weapons are considered destroyed if it loses all weapons with a range greater than five hexes and if it can no longer cause more than 5 points of combined weapons damage.
- BattleMechs that are immobilized—usually through leg or gyro damage—are shut down and typically abandoned (though abandonment places the pilot at the mercy of the battlefield). Only the most fanatical warriors or those in dire circumstances will continue to fight. Likewise, only orders from the highest possible source will prompt an immobilized element to keep fighting.
Game setup:Maps: The Defender places two mapsheets in any legal position and designates one edge as the Defender’s home edge.
Attacker force: The Attacker consists of a small portion of the player force and may use up to four units. The Attacker chooses his forces first and may choose which map edge to enter on. This edge is then designated the Attacker’s home edge.
I'll take the pursuit lance on that missionDefender force: The Defender is a portion of the planetary defender’s force and is determined after the Attacker has chosen his forces. To determine the Defender’s Force Composition, roll 1D6 on the following table. Add +1 to the roll if the previous track engaged a militia force.
The Defender sets up half of his force (rounded down) on the board. The rest of the Defender’s force enters from their home edge on the beginning of Turn 3.
Defender rolled 6 (2 medium, 1 heavy and 1 assault mech of the house forces)Maps: Defender choose two desert hills maps and choose eastern edge as defender edge.