NORTH
SOUTH
Maps:
City Skyscraper............Hartford Garden.......City Downtown
Military Base 2.............Dropport 2...............City Residential
City Skyscraper............Dropport 1...............City Skyscraper
DeploymentFedCom Force 1: Enters the board anywhere on the eastern board edge, on their initiative, on Turn 1. Alternately, they may deploy third (before Ranger deployment but after Turrets and Civilian Units) but may deploy up to 5 hexes in from the eastern board edge. This alternate deployment must be announced prior to all other deployments.
FedCom Force 2: Enters the board anywhere on the southern board edge, on their initiative, on Turn 1.
Base Turrets Deploys first. Each turret must deploy onto a red hex, and is considered to be on top of any structure in that hex.
Civilian Units: Deploys second. Each civilian unit deploys into one of the lettered Orange zones (A-H).
Ranger Forces: Deploy third. Each lance deploys into a numbered Blue zone (1-12). Lances cannot deploy into adjacent blue zones (sharing a FLAT edge; a corner is fine). Draconis Combine and Liaison units deploy during this step, and deploy exactly as a Ranger force (the liaison must deploy either in the same zone as the Local CO, or the same zone as the remainder of the Draconis forces).
Ranger Reinforcements: Up to 1 Ranger BattleMech lance may be deployed. Enters the board anywhere on the western board edge, or on the north edge of the northwest City Skyscaper map, or on the south edge of the southwest City Skyscraper OR south-central Dropport map, on their initiative, during their denoted entry turn.
Environmental ConditionsPark Entrances: The black hexes on the Hartford Gardens map represent entrances to the "city park", and are considered Level 0 paved terrain.
High Gravity (1.3-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:
Move 1/2 = 1/2
Move 2/3 = 2/3
Move 3/5 = 2/3
Move 4/6= 3/5
Move 5/8 = 4/6
Move 6/9 = 5/8
Move 7/11 = 5/8
Move 8/12 = 6/9
If Jumping MP are used, make a PSR at the end of that move, using all standard modifiers, (but no inherent high-gravity penalty). If the unit fails, each leg takes 1 point of Structure damage to each leg for EACH "lost" Walking MP suffered by that unit (in this case, each leg of the Grasshopper reduced to 3/5 from its normal 4/6 speed would suffer 1 automatic Structure damage), and a Determining Critical Hits Table roll is made for each leg. 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.
All direct-fire ballistic and missile weapon attacks suffer a +1 penalty to hit.
This is a change from standard rules; TacOps says that for every 0.2g above or below 1g OR FRACTION THEREFOF, to suffer a +1 penalty. Mathematically, this means that a 1.00001g world incur a penalty, which is ludicrous. Hell, for that matter, you'd suffer a penalty by being on a mountain instead of at sea level, because the gravity is lesser up high. I'm overriding it to say for every FULL 0.2g above or below 1g.All BattleMech fall damage is increased by 1 point (including, potentially, applying a 3rd grouping), and the PSR to avoid damage from falls is increased by 1 point (a TN 5 PSR is a 6, instead).
Battlefield SupportThe Numenorean Rangers gain 24 BSP to spend on offensive and defensive air support.
FedCom forces gain 24 BSP to spend on offensive and defensive air support and any desired artillery strikes. Air attacks may not directly target a civilian unit, unless that unit is in the path of a strafe attack which includes at least 2 other opposed units.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FedCom Force 1.
2) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FedCom Force 2.
3) At the end of the scenario, ensure that you have at least 2 Blitzkrieg Lance units capable of spending MP.
4) 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 or Allied Draconis units.
2) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 3 Blitzkrieg Lance units.
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Draconis Liaison.
4) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 5 civilian units.
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) OPFOR MechWarriors will attempt to capture 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.