NORTH
SOUTH
MapsBattletech.........Rolling Hills 1
Lake Area........Woodland
DeploymentPrimary OPFOR: Divide the Primary OPFOR into 2 lances of 4 units each. 1 lance may deploy into any of zones Red 1-4, but lances may not deploy in adjacent zones.
Local Forces: Deploy Local Forces anywhere into the Yellow Zone. Local Forces are poorly organized and ALWAYS MOVE FIRST AS A SINGLE GROUP, prior to any other initiative results.
OPFOR Reinforcements: Enters the board anywhere along the western map edge on their initiative on Turn 8.
Ranger Forces: Enters the board along the east map edge on their initiative on Turn 1.
Environmental ConditionsTainted World: Any water hexes are considered to be a Class 1 Hazardous Liquid. Each submerged location on a Mech or vehicle suffers 1d6/2 damage whenever a unit enters a hex containing a Hazardous Liquid, or begins the Ground Movement Phase in such a hex. Breach checks are still required; this liquid deals 2 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check. Battle Armor takes 1d6/2 damage per trooper per hex entered or per round (as above), but does not require a Breach check. Conventional infantry takes double damage. Finally, Hazardous Liquid mixing and Water Flow rules are NOT in play, as all the liquid on the board is identical.
Full Moon Night: Each hex requires +1 MP to enter if using non-jumping movement. All units suffer a +2 to hit penalty. See TacOps pgs 36, 58. Searchlights have standard effects. As per HM,WT rules pg 53,
one OPFOR Mech unit which begins the game with 2 hand actuators has qualified to carry a hand-held searchlight. The searchlight has 8 points of armor (see #3, "Searchlights as Hand-held Weapons, HM,WT v5 pg 53 for damage tracking rules).
Battlefield Supportnone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 3 units from the Primary OPFOR, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
2) Move at least 1 unit west, ending your movement beyond the midpoint (denoted by the fold) of the western mapsheets, and evacuate that unit off the eastern board edge
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units.
2) Destroy, cripple, or render incapable of spending MP, the liaison unit.
MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). Convoy units may only exit from the southern board edge.
2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case. OPFOR MechWarriors will attempt to kill any ejected liaison pilots in this scenario; as long as no Ranger units are a valid target within LOF and within 8 hexes of the firing Draconis unit. KIA liaisons can have contract implications later in the Contract.