Open Terrain 3 new......Open Terrain 2 new
City (residential)..........City (residential)
DeploymentOPFOR Deployment: Deploys first. Mech units are placed within 4 hexes of the center hex of the board. Each Tech unit must be placed adjacent to a Mech unit. Each vehicle unit must be within 2 hexes of a Mech unit. Infantry platoon must be within 6 hexes of the board center, and may deploy using "Hidden Unit" rules.
Ranger Deployment: Enters onto the board on their initiative on Turn 1.
At the beginning of the game, either 3 or 4 of the OPFOR units will start shut down (denoted alongside SPAs) and are therefore considered immobile targets. They are able to move and act following a certain turn; when a shut down unit "wakes up" is private information for the OPFOR player, and may be shared with the PC following the game.Environmental Conditions:Town, not a City: All building construction grades are reduced by 1 level, to a minimum of Light. Therefore any Heavy building hexes would be classified as "Medium" buildings instead, and have only 40 CF.
Ruins: Prior to deployment, roll 3d6 (edge may not be used); the sum of the dice indicates the number of destroyed buildings in the area. Starting with the Rangers player, alternate denoting contiguous buildings as "ruins", and replace the buildings with rubble hexes, exactly as though the entire building had collapsed. As an example, hexes 1404, 1304, and 1305 on the City (residential) map would be considered 1 contiguous building. If the 3d6 had resulted in 7 buildings being destroyed, then replacing all three of these building hexes with rubble would reduce the number of ruins needing to be placed from 7 to 6.
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).
Battlefield Support:None.
Ranger Victory Conditions:1) Destroy or render incapable of spending MP at least 7 enemy units, three of which must be Mechs. Infantry platoons must be completely destroyed to count for victory conditions.
2) No more than 2 Ranger units may be destroyed or rendered incapable of spending MP.
OPFOR Victory Conditions1) Destroy or render incapable of spending MP at least 3 Ranger Units
2) Avoid having all of the Techs and all of the support vehicles destroyed (an immobilized unit is not destroyed).
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.