Please generate scenario.
NORTH
SOUTH
MapsWoodland (new).......Scattered Woods.......Woodland
Woodland................Forward Base............City (downtown)
Woodland (new)......City (suburb).............City (residential)
DeploymentDeployment order: Base Turrets, OPFOR Group 1, Ranger Units. OPFOR Group 2
Ranger Deployment: Deploy up to 3 hexes from the North board edge.
OPFOR Group 1 Deployment: Consists of any three lances of the FWL forces. Deploys along a line three hexes deep, moving east to west, along the line described by the border between the north mapsheets and the central mapsheets.
OPFOR Group 2 Deployment: Consists of the fourth lances of FWL forces. Deploys along a line three hexes deep, moving east to west, along the line described by the border between the south mapsheets and the central mapsheets.
Base Unit Deployment: Turrets must be placed on the Turret Mountings, along the base walls, by OPFOR players. Infantry units may be placed within 3 hexes of any building hex (including inside a building) on any central mapsheet.
FedCom Unit Deployment: Enter on their initiative anywhere along the south edge of the battlefield.
Ranger Reinforcements (1 lance maximum): Enter anywhere along the north edge of the battlefield, or along the western edge of the map up to halfway south.
OPFOR Reinforcements: Enter on their initiative anywhere along the south edge of the battlefield.
Environmental Effects: Dawn: Add a +1 to hit modifier for all ranged weapon attacks during the first 8 turns of the game.
Battlefield SupportRangers may select up to 24 points of Battlefield support. The FWL will receive a number of points of battlefield support equal to that of the Rangers. The elite FWL forces have full access to air power and minefields, but have no available BSP artillery support. They do not have access to nuclear devices at this time. As mere local forces, FWL infantry units may not spot for or assist artillery fire.
PCs & OPFOR Victory Conditions:There are no victory conditions beyond extracting as many FedCom forces as possible. When the game time is reached, the GM will determine if or how many FedCom forces have been rescued or which reasonably project to be. As long as at least 2 FedCom units are extracted, 50% of Dancer Lance is capable of spending MP, and the liaison unit is capable of spending MP at the close of the scenario, the Rangers will be considered to control the battlefield.
Misc Rules1) 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 environments MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2) FWL MechWarriors will move to and capture ejected MechWarriors if possible and non-suicidal, and will fire upon ejected MechWarriors if/when at least 2 of their own number are KIA. FWL infantry will actively attempt to capture ejected Ranger MechWarriors within 3 hexes of their position.