NORTH
SOUTH
Maps:River Valley.............Forward Base......Drop Port 1
River Comcenter.......Forward Base......Drop Port 2
Grassland 2............City Skyscraper.....City Residential
DeploymentFedCom Primary OPFOR: Divide into 2 lances. 1 lance deploys anywhere in the Red Zone. The other lance must deploy all of its units adjacent to the 10-hex building inside the Forward Base inside the Red Zone.
FedCom Turrets: Deploy only on a "Turret" hex on either Forward Base map. Must deploy on a Turret hex on an exterior wall adjoining a base entrance (there are 5 of these hexes per FB mapsheet).
FedCom Tank Garrison: Deploys anywhere in the Orange Zone.
FedCom Mech Garrison: Divide into three lances (first 4 mechs are Lance 1, second 4 Mechs are Lance 2, etc). Any one lance may deploy into EITHER Blue Zones A or B. The other two lances must deploy into Zone C, but may not deploy into adjacent mapsheet quarters (if one lance deploys into the River Valley map quarter, the other lance must deploy onto Dropport 1, or onto the southeast quarter of Forward Base).
Ranger Forces: Deploys after all FedCom Forces. Deploys within 3 hexes of southern board edge. No more than 2 Lances may deploy onto a single map.
Environmental ConditionsHigh 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: The Rangers have up to 28 points of battlefield support available to them.
FedCom Forces: FedCom forces will have 28 points of battlefield support available to them.
Victory ConditionsRangers1) The target building is located in Hexes 1013, 1113, and 1114 of ONE OF the Forward Base maps (the Ranger players will be informed as to its location prior to their deployment). If the building is destroyed for any reason then the HVT may not be removed for 2 turns after the building's destruction. A Ranger BA or infantry unit, or Mech with a functional hand actuator, must move adjacent to the building and then during the End Phase declare it is extracting the HVT (turn 1). it must then remain stationary for the following turn (turn 2). On Turn 3, the Ranger unit may move and fire normally. The Ranger unit must then return to the Ranger deployment zone and remain capable of spending MP. If the hand actuator is critically hit, or the BA or infantry unit is entirely destroyed, then the HVT is destroyed and the scenario automatically lost; the carrying Mech may "pass off" the HVT to another Mech with a hand actuator by moving adjacent, spending 2 MP, and making a successful PSR (failure destroys the HVT). This objective is worth 2 VP, and /victory may only be declared if it has been accomplished.
2) Destroy at least 3 Base Turrets AND destroy or render incapable of spending MP at least 3 units from the Tank Garrison.
3) Destroy or render incapable of spending MP at least 4 mechs from the Mech Garrison AND at least 4 Mechs from the Primary OPFOR.
OPFOR1) Prevent the HVT's recovery.
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units.
3) Render the Liaison incapable of spending MP.
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.