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For the Steiner side, the scenario objective is to find the hidden enemy submarine base on Draaken Island so that an inbound Lyran DropShip can land nearby, destroy the base with its guns, and evacuate any Lyran 'Mechs that can reach the DropShip.<br />The Kurita side meanwhile gets to decide the secret location of the base and sets up a number of hidden fortifications on and around Draaken Island in addition to moving around their mobile forces; their objective is to destroy all enemy 'Mechs before they can locate the base.
 
For the Steiner side, the scenario objective is to find the hidden enemy submarine base on Draaken Island so that an inbound Lyran DropShip can land nearby, destroy the base with its guns, and evacuate any Lyran 'Mechs that can reach the DropShip.<br />The Kurita side meanwhile gets to decide the secret location of the base and sets up a number of hidden fortifications on and around Draaken Island in addition to moving around their mobile forces; their objective is to destroy all enemy 'Mechs before they can locate the base.
  
The scenario includes a strategic map of 31x31 hexes centered on Draaken Island (each hex representing ten kilometers) and includes rules for the creation of maps for tactical combat whenever encounters happen. Only a small percentage of the playing field will generate as islands of level 1 "heavy woods" hexes, surrounded by clear level 0 sand beach hexes; the rest will be water of increasing depth (dropping 1 level per hex distance from the next level 0 beach hex). Special rules govern the use of depth charges by the defenders' surface vessels (equivalent to an underwater combination of minefield and artillery attacks), jet ski infantry, and heavy rainfall that will reduce strategic sensor range and halve weapon ranges etc. in tactical combat (stopping or resuming on a 2d6 roll of 11-12 at the beginning of each Double Blind round).
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The scenario includes a strategic map of 31x31 hexes centered on Draaken Island (each hex representing ten kilometers) and includes rules for the creation of maps for tactical combat whenever encounters happen. Only a small percentage of the playing field will generate as islands of level 1 "heavy woods" hexes, surrounded by clear level 0 sand beach hexes; the rest will be water of increasing depth (dropping 1 level per hex distance from the next level 0 beach hex). Special rules govern the use of depth charges by the defenders' surface vessels (equivalent to an underwater crossover of minefield and artillery attacks), jet ski infantry, and heavy rainfall that will reduce strategic sensor range and halve weapon ranges etc. in tactical combat (stopping or resuming on a 2d6 roll of 11-12 at the beginning of each Double Blind round).
  
 
==Featured Units==
 
==Featured Units==

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