NORTH
Large Lakes.......Wide River..........Open Terrain 1
Woodland..........Mountain Lake....Open Terrain 2
Lake Area.......Streams...............Woodland
SOUTH
DeploymentOPFOR Deployment: Deploys first. Each group of 6 units (in order down the force org chart) may deploy - 1 group each - into zone Red 1 though Red 8. No more than 2 Level IIs in total may deploy into all of Red Zones 4, 5, 7, and 8.
Ranger Deployment: Prior to battle, each incoming lance must nominate a mapsheet through which they are entering. After OPFOR deployment, Rangers may then deploy units from that lance on that mapsheet, up to 5 hexes in from the south board edge. No more than 1 lance may enter through a single mapsheet.
OPFOR Reinforcements: Enters the board from the eastern board edge on Turn 8. Prior to the game, the OPFOR reinforcements must select whether they will enter through the Zones Orange A or Orange B.
Ranger Reinforcements: Prior to game, decide if the reinforcements wish to delay their entry. If they do not delay, they enter on their initiative through the south board edge. For each turn they delay, they enter on their initiative via the appropriately marked Green Zone. Reinforcements may delay entry up to 3 turns, but may not enter earlier once they have committed to a delay.
Environmental Conditions:Dusk/Dawn: Dusk. All weapon attacks add a +1 to-hit modifier beginning on Turn 9. Searchlights do not avoid this penalty, but All-weather Fighter does.
Battlefield Support:Rangers have 20 points of BSP support. Each ASF is still limited to 2 sorties during the mission.
The WOB receives 20 points of BSP support, no more than 12 of which may be artillery support, and at least 4 of which MUST be air defense. Artillery fire receives up to 4 pre-designated hexes. For minefield information, see the GM.
Victory ConditionsRangers1) With at least 1 unit each, scout the two northern map corners by moving a unit within the blue objective zone (R1 and R2) and spending 1 full turn stationary, and return the scouting units to any designated Southern Blue Zone (marked "S"), with no WoBunits 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 Blue zones for mission success. LAMs must be stationary during their stationary turn, but may be airborne; they cannot use Evasive Movement this turn.
2) Destroy or render incapable of spending MP at least 10 WoB units.
3) Suffer no more than 6 units destroyed, crippled, or rendered incapable of spending MP by the end of the game.
OPFOR1) Prevent the board corners from being successfully scouted.
2) Destroy, cripple, or render incapable of spending MP, at least 7 Ranger units, prior to Turn 12.
3) Suffer no more than 10 total WoB 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). 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 an 8+, 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.