NORTH
SOUTH
Maps:Open Terrain 2 New.....Mountain Lake.........Open Terrain 2 New
Open Terrain 1............Scattered Woods......Desert 2
DeploymentAttacking Forces: Each attacking Lance (Ranger and Ally) must write down their zone of entry onto the board prior to any FWL unit deployment. Legal zones of entry are zones R1-R4, along the east edge of the map. Only 1 lance may use each zone. Enter from these zones on your Initiative on Turn 1.
DropShip: Deploys anywhere are are 7 circular hexes of contiguous, level 0, clear, terrain, entirely inside the blue-bordered zone.
FWL forces: Lances are on the OPFOR list in order by lance/platoon (ie, first 4 units are 1 lance). One lance/platoon must deploy into each of zones 1, 2, 3, and 4. Any additional lance/platoon may deploy into any zone, but all zones must have a 2nd lance/platoon before a 3rd may deploy into a zone, and so forth.
FWL Reinforcements: Enter from any purple-bordered map edge on their initiative.
Ranger Reinforcements: Rangers may deploy up to 2 Reinforcement Lances in this scenario. 1 reinforcement lance may be replaced with a support or combat vehicle platoon if desired, using the Local CO's Strategy score in place of the platoon commander's to determine reinforcement timing. Either reinforcement unit may enter from either Zone A or B on their initiative, or from anywhere on the eastern board edge, but reinforcement entry zones must be determined at the same time as Attacking Force deployment zones.
Environmental ConditionsDusk/Dawn: Beginning Turn 9, all ranged weapon attack rolls suffer a +1 penalty to hit. Seachlights have no effect (and ensures we don't have to figure out whether DropShips have searchlights, because they absolutely SHOULD for space operations anyway).
Battlefield SupportRangers: The Rangers have no access to battlefield support during this mission.
FWL: The FWL has no access to battlefield support during this mission.
Victory ConditionsRangers1) Render the DropShip unable to lift off.**
2) Destroy or render unable to spend MP at least 10 OPFOR Ground units
**The Rangers cannot win the scenario without achieving this victory condition
FWL1) Ensure the DropShip escapes, or can escape by the time gameplay time expires.
2) Destroy or render unable to spend MP at least 10 attacking units, including at least 2 FedCom Allies
Miscellaneous1) 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.
3) Physical attacks against the DropShip are prohibited (being adjacent to a lifting DropShip is suicide, and the Rangers do not know when the DropShip will take off, the rules listed below notwithstanding). The DropShip is in the process of powering up, and will not be able to fire its weapons until it rolls a "6" on 1d6 at the beginning of the
Weapon Attack Phase, starting rolls on Turn 2, and adding +1 to the roll every turn after (Turn 3=+1, etc) that until weapons are active. You must conduct movement not knowing if the DropShip will be able to firing that turn. Edge may not be spent on this roll. The DropShip does not count towards initiative.
4) Starting in the End Phase on Turn 10, roll 2d6 with a TN 9+, subtracting 1 from the TN each additional turn. If this roll succeeds, the DropShip may take off during the Movement Phase of the following Turn, only if there are no friendly units capable of spending MP within 8 hexes. Once only, the Ranger Local CO may spend edge to force a reroll.
5) Attacking units may ONLY fire at the DropShip if either of the following are met:
a) No active enemy unit capable of weapons fire is in a straight-line path from the firing unit to the DropShip.
b) No active enemy unit capable of weapons fire is both
anywhere inside firing unit's line of fire towards the DropShip AND is 7 hexes or less from the firing unit.
In essence, you must prioritize an active enemy unit at close range, and you cannot fire "through" an active enemy unit to shoot at the DropShip.
6) FWL units are flatly prevented from forming a hex-to-hex "wall" in close proximity to their DropShip to render attacking forces unable to attack the DropShip due to Misc Rule #5.