NORTH
SOUTH
Maps
Open Terrain 2..........City Suburbs
Scattered Woods.......City Residential
Deployment
WOB OPFOR: Deploy within 4 hexes of the eastern map edge, with no more than 4 units deployed per map, and with at least 6 hexes separating the closest units across the north-south mapsheet border.
Ranger Forces: Enter on your initiative from the south map edge.
Environmental ConditionsLight Snowfall: Infantry units can either move or shoot, not both. Light Snowfall does NOT include -40C temperature effects (including the additional heat dissipation). As per TacOps p34, vehicles suffer a -1 Cruising MP and recalculate Flank MP accordingly.
Battlefield SupportNone.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 4 units from the OPFOR.
2) Ensure that at least 3 Ranger units are capable of spending MP by the end of Turn 12
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 3 Ranger units.
2) Ensure that at least 9 OPFOR units are capable of spending MP by the end of Turn 12
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).