NORTH
SOUTH
Maps:
Desert 3......Scattered Woods...... Rolling Hills 1
Woodland......Open Terrain 1 ......Grasslands 3
DeploymentAurigan Coalition 1 : Deploy first. These are grouped into lances (denoted by black bars), all members of which must deploy within 4 hexes of ALL other lance members. No lance may deploy within 6 hexes of any other lance. Coalition 1 forces deploy anywhere on the central two mapsheets.
Aurigan Coalition 2: Deploy after Coalition 1. May deploy anywhere within 4 hexes of the south edge of the Woodland mapsheet only. Mechs must deploy with at least 3 hexes separating themselves from any other Coalition 2 Mech.
Ranger Forces: Have the option to either deploy after Aurigan Coalition 1 (prior to Coalition 2), up to 5 hexes into the eastern board side, or may enter the board anywhere on the eastern board edge, on their initiative, on Turn 1. In either case, Lance members may not deploy within 6 hexes of members of any other Ranger Lance.
Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed. Enters the board anywhere on the eastern board edge, on their initiative, during their denoted entry turn.
Environmental ConditionsDusk/Dawn: All units suffer a +1 penalty to hit beginning on Turn 9. This also affects artillery and air support BSPs.
Low 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.
All Piloting skill rolls to stay standing and avoid skidding suffer a +1 penalty; this DOES effect VTOLs, WiGE units, and penalizes the TN to send an ASF out of control (or shootdown checks) by 1 as well.
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 Ranger 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, limited artillery capabilities, and minefields. 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) Destroy, force the withdrawal of, or render incapable of spending MP, 11 units from Coalition Force 1.
2) At the end of the scenario, ensure that you have at least 3 Ice Lance units capable of spending MP.
3) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 3 Ice Lance units.
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Capellan Liaison.
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.