Generate please.
Maps to be added Tuesday
NORTH
SOUTH
City (Suburbs)........City Grid/Park #1
City (Skyscraper).....CityTech
DeploymentTurret Deployment: Turrets must deploy on a building no more than 8 hexes from the centerpoint of the map. They must deploy on a Medium-class or heavier building.
OPFOR Deployment: Deploys after turrets. OPFOR units must deploy within 8 hexes of the centerpoint of the map. No more than 3 units may deploy onto any single map, and at least 4 units must deploy facing East (NE or SE). For purposes of initiative, non-Mech OPFOR units are grouped together with like units. This means that all 4 vehicles move on the same initiative count. This gives the OPFOR in this, specific, scenario, 6 total units for initiative purposes at the beginning of the game.
Ranger Deployment: Deploys after OPFOR. May deploy anywhere within 3 hexes of the eastern map edge.
Civilian Deployment: Must enter the board, on their initiative, anywhere on the western board edge on Turn 1.
OPFOR Reinforcements: Must enter the board, on their initiative, anywhere on the western board edge on Turn 9.
Environmental Conditions:Heavy Gravity Jumping MP are not affected by 1.3-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 spent at any time, 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, when a jumping Grasshopper fails its PSR, 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.
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).
City ParksPrior to any deployment, the Ranger player replaces the Skyscraper and and single other building on the City (Skyscraper) map with any combination of heavy and light woods.
Battlefield Support:None.
Ranger Victory Conditions:1) Destroy or render incapable of spending MP at least 5 enemy units. Infantry platoons must be completely destroyed to count for victory conditions.
2) Ensure that at least 2 of your units (including the liaison) are capable of spending MP at the end of the scenario
3) Ensure that at least 2 of the civilian units are capable of spending MP by the end of Turn 12 of the scenario. If this condition is met, the Ranger player may /victory at any time, including during the End Phase of Turn 12. Otherwise, the Ranger player must manually evacuate his own units and the liaison.
OPFOR Victory Conditions1) Destroy or render incapable of spending MP at least 3 Ranger Units
2) Destroy or render incapable of spending MP at the liaison
3) Destroy or render incapable of spending MP at least 3 Civilian Units before the end of Turn 12
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). Civilian units may only exit from the Eastern board edge.
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.