NORTH
SOUTH
MapsBarren Lands 1.........Open Terrain 3..........BattleTech
BattleTech...............Citytech....................City (Suburbs)
Foothills 2...............Badlands 1................Oasis
DeploymentOPFOR Deployment: Deploys first. OPFOR units are divided into groups of 6 units, from top to bottom of the list. Each group of OPFOR units must deploy into a Purple Zone. Units 3 (Crab-Cyrano) and 4 (Ostsol-Galleon) are randomly assigned to any zone (and may share a zone). Once they have been deployed, the other two Units may deploy into any unoccupied Purple Zone. For clarities sake, Purple Zones are three hexes deep at the north and south edges of both the Northwest and Northeast mapsheets.
Ranger Deployment: Deploys after Primary OPFOR. At least 3 lances of Rangers MUST deploy into zones Blue 1-6, with no more than 1 lance per zone. At the local CO's option, up to two Ranger lances may deploy into forward positions (the convoy ambush). To qualify, the forward-deploying lances must have an AVERAGE Walk MP of 5 or more. One forward lance must deploy into zones Blue A or Blue B. The other forward lance may deploy into zones Blue C or Blue D. Ambushing units DO NOT use Hidden Unit rules.
Convoy Deployment: Deploys last. Divide the convoy units randomly into 4 groups of 3 units each, but the first unit ("Unit 1") MUST include the Demolisher and Alacorn. After all other deployment is done, Unit 1 deploys into zone Red 1 or Red 2; the specific zone is determined at random (1d6, high = 1), but the specific hexes are via the controlling player. Units 2, 3, and 4 each deploy at random into zones Red A, B, C, or D - again, the zone is random but the specific hexes are not. Up to two Units may deploy into any single zone.
OPFOR Reinforcements: Enters the board from the North board edge on Turn 5. Prior to the game, the OPFOR reinforcements may elect (in writing) to delay their entry by 1 turn in exchange for entering the board from the north quarter board edge of the central BattleTech Mapsheet. This decision need not be revealed to the Ranger players.
Ranger Reinforcements: Rangers may deploy a single reinforcement lance. Ranger reinforcements enter the board on the southern edge on their initiative during their designated turn.
Environmental Conditions:None.
Battlefield Support:Rangers may make as many sorties with ASFs as desired, in any mix of offensive or defensive missions, to the nominal limit of 2 sorties per ASF fielded.
The WOB receives 4 instances each of light and heavy air cover at no cost. They may not select artillery or non-nuclear minefields with BSP.
Victory ConditionsRanger Victory Conditions:1) Prevent all convoy units from exiting the south map edge**
2) Destroy or render incapable of spending MP at least 10 units from the Primary OPFOR
3) The liaison must not be destroyed, rendered incapable of spending MP, or crippled.
**Convoy will surrender (stop in place and shut down) if at 12+ Primary OPFOR units are destroyed or rendered incapable of spending MP; Ranger players cannot /victory unless the convoy has been destroyed (or surrendered) AND at least 16 total WOB units (primary and reinforcement) have been destroyed or rendered incapable of spending MP.
OPFOR Victory Conditions1) Exit at least 4 convoy units from the southern board edge (or be in a reasonable position to do when the game ends).
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units.
3) Suffer no more than 10 Primary OPFOR 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). Convoy units may only exit from the southern 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.
3) True Believers: attempts to recruit OPFOR Mechwarriors in this mission suffer a +2 TN penalty (+3 for ComStar-affiliated lance leaders, +0 for WOB-affiliated lance leaders). Upon taking a prisoner, roll 2d6. On a 10+ (this mission), the prisoner detonates a suicide device which deals 1d6 damage to the capturing MechWarrior (edge cannot be used to avoid the bomb entirely, but may be spent to gain a reroll on the 1d6, or may be burnt to survive). All prisoner ransom values for this contract are *tripled* (ie, a MechWarrior ransomed for 10,000 CB is instead ransomed for 30,000 CB).
4) Following the battle, GM makes a check.
5) There may be a Ranger POW on board a convoy vehicle during this scenario (random roll prior to game). Ending your movement within 3 hexes of a convoy vehicle allows the player to scan it. If any POWs are onboard, they will be revealed at this time. Scanning the vehicle incurs a +1 gunnery penalty to the scanning unit that turn, unless that unit has a Beagle Active Probe (or similar equipment) or the Improved Sensors quirk. Scanning is a Movement Phase declaration.