NORTH
SOUTH
Maps:
Grassland 3...............Mountain Lake........ Large Mtn 1
Large Mtn 2...............Large Lakes 2..........Scattered Woods
Open Terr 2 (new).....Mountain Lake...........Large Mtn 1
Deployment"Aurigan Coalition" Forces: 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 three mapsheets, but only a single Coalition Lance may deploy its units south of the center fold of the central three mapsheets.
"Aurigan Coalition" Reinforcements: Enters the board anywhere on the northern board edge, on their initiative, during their denoted entry turn. Alternatively, the Coalition reinforcements may enter the board on their initiative on either the eastern or western board edge of the northernmost maps. If this alternate scheme is used, the edge must be decided during deployment and written down.
Ranger Forces: May deploy up to 5 hexes in from the southern board edge.
Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed. Enters the board anywhere on the southern board edge, on their initiative, during their denoted entry turn. Alternatively, the Ranger reinforcements may enter the board on their initiative on either the eastern or western board edge of the southernmost maps. If this alternate scheme is used, the edge must be decided during deployment and written down.
Environmental ConditionsDusk/Dawn: All units suffer a +1 penalty to hit beginning on Turn 9. This also affects artillery and air support BSPs.
Light Snowfall: Conventional Infantry suffer a +1 to hit. Any non-arctic conventional infantry (including Ejected MechWarriors) roll 1d6 during each End Phase. On a 5-6, the infantry platoon suffers 1 casualty, or the Ejected MechWarrior suffers 1 pilot hit.
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 36 BSP to spend on offensive and defensive air support and any desired artillery strikes.
Aurigan Coalition forces gain 24 BSP to spend on offensive and defensive air support and any desired artillery strikes.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 10 units from Coalition Force 1.
2) At the end of the scenario, ensure that you have at least 2 Crusher 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 Crusher 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 the best of their ability, to kill any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.