NORTH
SOUTH
Special: a 40x40 map is difficult to create with BT Mapsheets. Either fold the maps at the red line, or simply consider that hexrow to be the board edge.
Maps
Battletech........Desert 3........Desert Mountain 2
Foothills 1.......Desert 2........Lake Area
DeploymentOPFOR Deployment: Enters the board on the western edge on their initiative on Turn 1. No more than 3 units may enter though any single Red Zone. Conventional Infantry can either move or fire, not bothl.
Ranger Deployment: Deploys first. May deploy anywhere within the Blue Zone.
Environmental Conditions:Moderate Gale: Missile weapons recieve a +1 to-hit penalty. WiGE and VTOL craft suffer a +1 modifier to control rolls. Conventional infantry may either move OR fire.
Battlefield Support:None.
Ranger Victory Conditions:1) Render incapable of spending MP at least 4 OPFOR units
2) Ensure that at least 3 of your units are capable of spending MP at the end of the scenario
3) Prevent the OPFOR from exiting more than 1 units from the eastern board edge
*As long as conditions 1 and 2 are met, /victory can be declared
OPFOR Victory Conditions1) Render incapable of spending MP at least 3 Ranger Mechs
2) Suffer no more than 5 units incapable of spending MP by the end of the scenario
3) Exit at least 2 units off the EAST board edge.
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). Civilian units may only exit from the Eastern 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 9+, 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).