let's reroll map one last time
Sorry friend, but back to Desert Airbase.
NORTH
SOUTH
MapsDesert Airbase 1.......Desert Airbase 2......Barren Lands 1
Desert Runway.........Desert Mines 1.........Desert 3
DeploymentPirate Primary OPFOR: Deploys first.
Lances A, B, and C may each deploy into any of the zones marked "M". Only 1 Lance may deploy into any single M zone.
Lance D must deploy anywhere in the zone marked "D".
Lance E must deploy within 3 hexes of Hex E-star.
Lance F must deploy anywhere in the zone marked "F". Field Gun units must deploy on Level 1 terrain or higher.
Lance G may deploy adjacent to, or on top of, any Building Hexes in ANY of the G-marked zones; G Lance units need not all deploy in the same zone.
Pirate Reinforcements: Enters the board from the east edge of the map.
Lance 1 must enter through the board edge Red 1.
Lance 2 must enter through board edge Red 2.
Units marked as "3" may enter the board ANYWHERE along the eastern edge of the map.
Ranger Forces: Deploys up to 3 hexes in to the southern edge of the mapsheet. No more than 2 lances may deploy per map. Units on adjacent mapsheets may not deploy closer than 6 hexes from one another.
Ranger Reinforcements: May deploy 2 reinforcement lances, both of which must be in the Fight or Scout role. Enters the board from the south edge, or from the western edge of the Desert Runway 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 22 points of battlefield support available to them.
Pirate Forces: Pirate forces will have 18 points of pre-selected battlefield air support available to them, along with 2 belts of 3x2 hex, medium-density, minefields, neither of which may be placed within 4 hexes of a board edge.
Victory ConditionsRangers1) With at least 1 unit, scout the northeast and northwest map corners by moving a unit within 3 hexes of the map corner and spending 1 full turn stationary, and return that unit to the Ranger deployment zone, with no OPFOR units within 6 hexes of that scouting unit, by the end of the game. Both corners must have been scouted and have the scouting unit(s) return to the Ranger deployment zone for mission success.
2) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR
3) Ironside Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
OPFOR1) Prevent the board corners from being successfully scouted.
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units, at least 3 of which must be Ironside Lance and/or the liaison.
3) Suffer no more than 10 total pirate units from the Primary OPFOR 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.