Сценарий для DeJaVu. Можно флудить =).
Отыгрывать живьём.
FIREWORKS
New Earth, May 3039
DISPOSITION
Map 1 (west): Standard BattleTech, NW hex 0101
Map 2 (east): CityTech, NW hex 0101
Before the play begins, defender player places 5 medium buildings (CF 50, 1 hex, height 1) anywhere on the paved hexes of map 2. These buildings are ammunition depots; they should be located at least three hexes away from each other.
ATTACKER
Attacker force consists of the elements of the Ryoken-Ni.
The attacker enters from the western edge of the map during the movement phase of the 1st round of combat.
Strike lance
DRG-1G Grand Dragon – tai-i Taichi Kuro (gunnery 2, piloting 3)
KTO-20 Kintaro – chu-i Clayton Swinehart (gunnery 3, piloting 3)
WVR-6K Wolverine – gunsho Kenshin Hideaki (gunnery 3, piloting 5)
PXH-1 Phoenix Hawk – gunsho Nelson Ryburn (gunnery 4, piloting 4)
Fire lance
GRF-1N Griffin – chu-i Fernando Trezza (gunnery 3, piloting 5)
CN9-A Centurion – gunsho Daichi Yori (gunnery 4, piloting 5)
TBT-5K Trebuchet – gunsho Takashiro Youta (gunnery 3, piloting 6)
WVE-5N Wyvern – gunsho Annabelle Strawder (gunnery 3, piloting 5)
Attacker Objectives
1. Target enemy mechs.
At least three defender mechs must be destroyed or immobilized by the end of the scenario.
2. Don't forget the tanks.
At least four defender vehicles must be destroyed or immobilized by the end of the scenario.
3. Take the depots.
At least one ammunition depot should survive combat.
DEFENDER
Defender force is a mix of New Earth planetary militia and NETC mercenary security force.
Due to the surprise attack and poor coordination between the planetary militia and NETC mercenaries, defender force suffers -1 initiative modifier for the duration of combat.
NETC security force units deploy anywhere on the map 2. Security force infantry may be deployed as hidden units. NETC infantry equipped with SRMs may be armed with Inferno munitions.
Planetary militia units enter from eastern edge of the map during the movement phase of the 1st round of combat.
NETC security force
Foot infantry squad, rifle/ballistic (gunnery 4, anti-mech – none)
Foot infantry squad, MG (gunnery 4, anti-mech – none)
Foot infantry squad, SRM (gunnery 4, anti-mech – none)
Goblin Medium Tank (gunnery 4, driving 5)
Goblin Medium Tank (gunnery 4, driving 5)
Vedette Medium Tank (gunnery 4, driving 5)
Vedette Medium Tank (gunnery 4, driving 5)
New Earth planetary militia
WVR-6R Wolverine – leutnant Karina Gehringer (gunnery 3, piloting 4)
CLNT-2-3T Clint – sergeant Allan Musante (gunnery 4, piloting 4)
FS9-H Firestarter – sergeant Hugo Kiesling (gunnery 4, piloting 5)
JVN-10F Javelin – Guy Grizzard (gunnery 4, piloting 5)
Defender Objectives
1. Hold the line!
NETC convoy is performing a hasty evacuation of the valuable materials to the east of the combat zone. Keep enemy occupied as long as possible. Keep at least 2 mech or vehicle units operational for full 10 combat rounds.
2. Do not play a hero.
Since the beginning of the round 11, defender force may initiate retreat. Defender units may exit from the eastern map edge. At least 2 mechs should retreat.
3. Payback.
Destroy or immobilize at least 3 attacker mechs.
SPECIAL RULES
Ammunition Depots
Each building on map 2 is an ammunition depot. For each attack that hits the building from a weapon dealing 6 or more points of damage as a single group, roll 2d6. On the result of 10+ the ammunition explodes. All units in the same hex with the building receive 40 points of damage (in groups of 5) and 10 points of heat (if applicable). All units in the adjacent hexes receive 20 points of damage (in groups of 5) and 5 points of heat (if applicable). Damage is applied as if taken from an area-effect attack. Building is immediately destroyed, the hex is converted into rubble.
Dusk
Dusk/Dawn condition is in effect (see TacOps, pg. 58)