NORTH
SOUTH
Maps:River Delta 1......Battleforce2...........City (Suburbs)
River Delta 2.....River Comcenter......Grasslands 2
Large lakes.......Open Terrain 3.........City (Suburbs)
DeploymentPirate Primary OPFOR: Deploys after the Rangers have finished their deployment. May deploy into any north mapsheet, up to 6 hexes south of the board edge.
Pirate Convoy: Enters the board anywhere along the north map edge on their initiative on Turn 1. ALL Convoy elements must enter the board through a zone no more than 5 hexes wide, measured east-to-west.
Pirate Reinforcements: Enters the board from the east edge of the Grasslands 2 map, or the northern Suburbs map, on their initiative on their designated turn.
Ranger Forces: Deploys First via Hidden Unit rules (MUST reveal no later than on your Initiative on Turn 3). Ranger forces deploy on River Delta 2, Grasslands 2, Large Lakes, or City (Suburbs) South-east Map. No more than 1 lance may deploy per map. No Ranger unit may deploy on, or north of, Hexrow 09xx of the River Comcenter map.
Ranger Reinforcements: May deploy 1 reinforcement lance. Enters the board from the south edge, or from the western edge of the River Delta 2 or Large Lakes map, on their initiative on their designated turn.
Environmental ConditionsThin Atmosphere: Apply a -2 Cruising MP penalty (redetermining Flank MP) to WiGE, VTOL, and Hovercraft unit types. WiGE must expend 7 MP to take off. Apply an additional +1 PSR penalty to airborne unit types to avoid loss of control in atmosphere (applies to lawn dart checks as well, for clarity).
Battlefield SupportRangers: The Rangers have up to 20 points of battlefield support available to them.
Pirate Forces: Pirate forces will have 12 points of battlefield support available to them, a percentage of which must be air defense.
Victory ConditionsRangers1) Prevent all convoy units from exiting the south map edge**
2) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR
3) Lancer Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
**Convoy will surrender (stop in place and shut down) if at 9+ Primary OPFOR units are destroyed or rendered incapable of spending MP; AND all Clantech pirate units are destroyed or rendered incapable of spending MP. Ranger players cannot /victory unless the convoy has been destroyed (or surrendered) AND at least 13 total pirate units (primary and reinforcement) have been destroyed or rendered incapable of spending MP.
OPFOR1) Exit at least 3 convoy units from the southern board edge.
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units.
3) Suffer no more than 8 total pirate units destroyed or 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.
3) The TN to recruit captured OPFOR MechWarriors is reduced by 1 (to a maximum of -3) for every 100,000 CB they are paid at the end of the contract.
4) If 4+ Pirate MechWarriors are KIA during this mission, inform the GM immediately.