Maps:Woodland
Open Terrain 2
Woodland
DeploymentWOB OPFOR: The first 6 listed OPFOR units must deploy within 3 hexes of one of the red stars. The second 6 listed OPFOR units must deploy within 3 hexes of the other red star.
Ranger Forces: Deploy up to 4 hexes in from the south board edge. Deploy after the OPFOR.
Environmental ConditionsDusk: Weapon to-hit rolls following the end of Turn 8 recieve a +1 to-hit penalty.
Battlefield SupportNone.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 5 units from the OPFOR.
2) Either exit the northern board edge with, or end the game within 4 hexes of the northern board edge (while capable of spending MP) and with no active opfor units within 4 hexes, at least 2 Ranger units.
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 3 Ranger units.
2) Prevent MORE than 2 Ranger units from ending the game either off-board (via the southern board edge), or in a valid scoring position at the end of the game (as described in Ranger Victory Objective 2).
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).