Rerolls were done on the phone today (2-15) with Hat.
NORTH
SOUTH
MapsOpen Terrain 2.........Desert Mountain 1
Desert Mountain 2....Desert 1
Desert 2..................Hill Fortress
DeploymentAurigan Coalition (Local Forces): Deploy first. These are grouped into three companies (denoted by the black bars) of between 3 and 4 platoons each. Each company deploys as a group into any Blue deployment zone (full hexes only), but no more than 2 total companies may deploy into the four zones A, B, C, and D, and no more than 2 total companies may deploy into the four zones E, F, G and H. No company may share a deployment zone with any other company.
Aurigan Coalition OPFOR: Deploy after Local Forces. These are grouped into 6 lances/platoons (denoted by the black bars) of four units each. Each lance/platoon deploys as a group into an Blue deployment zone (full hexes only), but no more than 2 total lances may deploy into zones J, K, L, M. None of these lances may share a deployment zone with any other lance/platoon, nor may they share a deployment zone with any Local Force unit. The first two BattleMech lances listed may not deploy in adjacent (to one another) deployment zones at all, including diagonally; this means that if Duane Burday's Lance deployed in zone F, the only zones in which Zina Shen's lance could deploy into would be D, H, or M.
Aurigan Coalition Reinforcements: Deploys anywhere on the north board edge on their initiative. May not deploy within 8 hexes of a Ranger or Liaison unit.
Ranger Forces: Enter the board anywhere on the southern board edge, on their initiative, on Turn 1. Lance members may not deploy within 6 hexes of members of any other Ranger Lance.
Ranger Reinforcements: Up to 2 Ranger BattleMech lances may be deployed. Enter the board anywhere on the southern board edge, on their initiative, during their denoted entry turn.
Environmental ConditionsLow Gravity (0.7-g): Jumping MP are not affected by 0.7-g conditions. Recalculate all Walking/Cruising MP values to the following, and then figure Running MP from there:
Walk 3 = 4/6
Walk 4 = 6/9
Walk 5 = 7/11
Walk 6 = 9/14
Walk 7 = 10/15
Walk 8 = 11/17
If Running MP are used, and the Running MP used during that turn's movement phase is GREATER than the standard Running MP of the unit (ie, a 4/6 Grasshopper recalculates its movement to 6/9, and then Runs 8 hexes), make a PSR at the end of that move, using all standard modifiers, and an additional +1 penalty. If the unit fails, each leg takes 1 point of Structure damage for EACH "overage" MP spent that turn (in this case, each leg of the Grasshopper would suffer 2 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg. In the case of Vehicles, only the Front arc takes internal damage, and an automatic Motive Critical roll is made (counts as a "front" hit, and the motive type adds no modifier). VTOLs and WiGE units do not modify their MP and are therefore not subject to this internal damage as long as they spend airborne MP.
Infantry gain a flat +1 MP, and have no chance of damage as a result of using the extra MP.
All direct-fire ballistic and missile weapon attacks suffer a +1 penalty to hit.
All BattleMech fall damage is reduced by 1 point (in the second grouping, if two groupings apply), and the PSR to avoid damage from falls is reduced by 1 point (a TN 5 PSR is a 4, instead).
Battlefield SupportThe Numenorean Rangers gain 42 BSP to spend on offensive and defensive air support and any desired artillery strikes. No more than half (21 points) of the BSP may be spent on artillery support.
Aurigan Coalition forces gain an unknown number of BSP to spend solely on offensive and defensive air support. Note that this is not a "TBD" number; it's a blind number that you'll have the opportunity to discover during the game. The BSP number will not be higher than that of the Rangers.
Victory ConditionsRangers1) Scout the North edge of the map (within 3 hexrows) and return at least one of the scouting units to the southernmost board edge (ending the game once the final qualifying scouting unit exits the board). Scouting a board edge takes 1 full turn being stationary (ie, no "immobile target" TN modifier) within 3 hexrows of the target board edge. The scouting unit must exit the board via Red Zones 1 or 2, using the standard rules for a board exit.
2) At the end of the scenario, ensure that you have at least 8 Ranger units capable of spending MP.
3) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario
OPFOR1) Prevent the northern board edge from being successfully scouted.
2) Prevent any units which have successfully scouted the north board edge from exiting the southern board edge (this is automatically achieved if Condition 1 is met).
3) Render the Capellan Liaison incapable of spending MP.
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).
2) Captured MechWarriors receive a +2 TN penalty to recruit. Until they are recruited, MechWarriors have a small chance of attempting a breakout each month, which may result in injury or death to Lance Wingmen. Captured MechWarriors from this scenario cannot be ransomed.
3) OPFOR MechWarriors will attempt to capture ejected PC MechWarriors during this scenario, instead of shooting them.