Stage 1 - (Originally this was the Halloween event. Lost opportunities)Field of the Damned!As the mechwarriors entered the gate, the tall mountain walls rose on either side, slowly deepening the shadows as they wound deeper and deeper into the mountain pass. The sensors began to get strange ghost readings, blips that appeared and vanished - the sort of thing common in highly metallic or radioactive regions, or those with high levels of geothermal energy. That was what the mechwarriors told themselves, anyway...
Then, without warning, a mech signature appeared on scope, practically in front of them! Two signatures! Three! In the darkness the shapes of hostile battlemechs loomed, lit by volcanic light and the perhaps the souls of the damned. In the very fore, a skull shaped horror.
The target recognition computer beeped that it was detecting an Atlas, but it was a battle between knee-jerk response, twitch reflex, and the higher brain functions mechwarriors claimed to rely upon.
Rules: You've stumbled into a mech graveyard of the spookiest sort - one filled with mechs clearly lost in battle, and in a location that plays merry hell with sensor readings. It's a constant battle between the mechwarrior's self-control and their urge to shoot the newest sensor blip as they scout the canyon.
Each mechwarrior must make a series of rolls, or risk destroying possibly valuable salvage (and expending ammunition) by neutralizing the 'threat.'
Each roll is a a test of the mechwarrior's nerve, made by rolling Willpower+Expertise rank as a static bonus. The TNs are 10, 15, 20, and 25. Each failure will result in a panic shot being taken and potentially destroying possible salvage.