NORTH
SOUTH
River Valley........Scattered Woods
Large Lakes2......River Delta 2
DeploymentRanger Deployment: The Rangers enter the north edge of the board on their initiative on Turn 1. Alternately, they may choose to make an airborne deployment anywhere on the map; but may not drop within 6 hexes of an enemy Mech. If the Rangers make an airborne deployment, the OPFOR receives 1 "free" turn to fire at landing Ranger Mechs without being able to spend MP first to move or change facing, but may torso twist to secure a line of fire (range is always the number of hexes from the firing unit, plus 6). All Ranger Mechs have a +3 TMM during this airborne attack.
OPFOR Deployment: OPFOR must deploy anywhere within 10 hexes of the centerpoint of the map. At least 2 units must deploy on each map, and Mechs may not deploy within 4 hexes of one another. This deployment occurs PRIOR to the Ranger decision to airdrop or enter the board from the north edge.
OPFOR Reinforcements: OPFOR reinforcements enter the south edge of the battlefield on their initiative, on Turn 10 of the battle. The Mechs enter the battlefield in pairs; each pair must be within 3 hexes of one another as they enter the field, and the pairs much enter at least 12 hexes apart.
Environmental Effects:None.
Battlefield SupportNone.
PC Victory Conditions:1) The southern edge of the battlefield must be scouted by at least 1 unit, and the scouting unit must EXIT the north edge of the board in a condition able to spend MP.
2) Destroy or cripple at least 50% of the opposing force
3) Have 3 units or fewer rendered incapable of spending MP, one of which must be the liaision
**The Rangers control the battlefield if all OPFOR units are destroyed or rendered incapable of spending MP.
OPFOR Victory Conditions:1) Prevent the scout unit from scouting the southern board edge
2) Prevent the scout from exiting the north board edge
3) Destroy or render the liasion unit incapable of spending MP at the end of the game
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)The FWL forces will attempt to capture ejected MechWarriors for ransom instead of shooting them.
3) Scouting the board edge requires a Ranger unit to be stationary (not immobile) for 1 FULL turn within 3 hexes of the board edge.