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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
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