No rerolls, go ahead and generate
I case this was missed.
It wasn't. I just haven't been home and awake at the same time in a week.
NORTH
SOUTH
Maps:Heavy Forest 1........Open Terrain 2.....
Woodland...............Woodland.............Heavy Forest 2
Scattered Woods.....Battletech............Scattered Woods
DeploymentFedCom Force 1: A total of 1 lance deploys within 8 hexes of hex 0909 on each of the middle three mapsheets. FedCom Force 1 units may not deploy in the same hex as FedCom Local Force units, nor may deploy north of any Local field gunner units.
FedCom Local Forces: Deploys anywhere within 8 hexes of hex 0909 of the middle mapsheet, prior to deploying FedCom Force 1 units. No more than 2 field gunner units may be placed within 4 hexes of any other field gunner unit.
Ranger Forces: Enters the board anywhere on the northern board edge, on their initiative, on Turn 1. No more than 1 lance may enter on any single mapsheet, and at least 6 hexes must separate members of separate lances.
Ranger Reinforcements: Enters the board anywhere on the northern board edge, on their initiative, on their denoted entry turn.
Environmental ConditionsLight Rain: Foot, Motorized, and Mechanized conventional infantry units suffer a +1 penalty to hit (note that this does not include field gunners for some reason).
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 SupportRangers: Due to the sudden nature of a breakthrough, the Rangers have limited BSP available to them; they may access any 2 Light ASF Attacks, any 2 Heavy ASF attacks, and 2 strafes during the scenario; all attacks of a given type must be identical (ie, x2 Light Bombing), and both attacks must come from the same ASF - meaning that if the ASF used is shot down during the first attack, the second attack of that type is lost.
FedCom Forces have plentiful engineering support. They receive no BSP for air cover or artillery in this scenario. They may deploy THREE multi-hex heavy minefields (details on the minefields will be given to the OPFOR local commander), and may deploy either 1 lance of Mechs into Engineering Breastworks (HM,WT campaign rules, pg 56)
or may deploy up to 4 infantry platoons (any type) into trenchworks (do not count as being in open terrain).
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 10 units from Coalition Force 1.
2) Either exit the southern board edge with, or end the game within 4 hexes of the southern board edge (while capable of spending MP) and with no active opfor units within 4 hexes, at least 8 Ranger units. Ranger Reinforcement Units DO count as scoring units for this purpose.
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) Prevent MORE than 4 Ranger units from ending the game either off-board (via the southern board edge), or in a valid scoring position at the end of the game (as described in Ranger Victory Objective 2).
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Combine 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) 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.
3) Field Gunners. Field gunners are a type of special infantry which fire using heavy guns. Each AC10 platoon has 2 guns, each Gauss platoon has 2 guns, and each AC/5 platoon has 4 guns. A platoon has ONE TON of ammunition per gun, does not count as "conventional infantry" for purposes of weather effects, and does not take double-damage in open terrain. However, they do take damage as conventional infantry for purposes of anti-infantry weapons. Each gun requires a number of crew equal to its tonnage; AC/5 and 10 platoons are 28 man platoons and Gauss platoons are 30 men; if there are not enough live crew to man all the guns then guns cease firing 1 at a time until a sufficient number of crew are alive to man the remaining guns (ie, a 28 man AC/5 platoon loses 9 men - 2 guns cease fire, but the remaining 2 AC/5s, which require 7 men each, continue to operate). Field guns may not move and fire in the same turn.