NORTH
SOUTH
Maps
Desert Washout 1...........Badlands 2
Desert Washout 2...........City (Skyscraper)
DeploymentOPFOR Local Force Deployment: Deploys first. Turrets may only be deployed onto any hex desired which is marked by a red star. Infantry Units may deploy into any hex desired on the City mapsheet, including inside buildings.
OPFOR Primary deployment: Deploys first. The Primary OPFOR is divided into 2 groups; the first 6, and the last 6 units. Of the first 6 units, between 2-6 units may deploy within 6 hexes of Hex Red 1. Of the first 6 units, between 0-3 combat vehicle units may alternatively choose to deploy within 4 hexes of Hex 0909 on the City Mapsheet. Of the second 6 units, all must deploy within 5 hexes of Hex Red 2.
Ranger Deployment: Ranger units enter the board from the western board edge. They must enter the board through the two corridors formed by the full hexes NOT denoted as Safe Zones (S1, 2, or 3). No more than 2 Lances (or vehicle platoons; infantry units do not count) may enter the board through either entrance corridor.
OPFOR Reinforcements 1: Enters the board from the southern board edge on their designated turn.
OPFOR Reinforcements 2: Enters the board from the eastern board edge on their designated turn.
OPFOR Reinforcements 3: Enters the board from the northern board edge on their designated turn.
Ranger Reinforcements: Rangers may deploy up to 2 Lances of Reinforcements on this mission. If 2 Lances are deployed, OPFOR reinforcements will enter the battle earlier. Ranger reinforcements enter the board on their designated turn, anywhere along the western map edge.
Environmental Conditions:Ruins: In addition to Rubble; the base CF of all intact Building Hexes is set to the following (damage reduction and other rules do not change):
Hardened: 110
Heavy: 80
Medium: 30
Light: 10
Battlefield Support:Rangers have 24 points of BSP support. The Rangers have no pre-plotted artillery hexes.
The WOB receives 28 points of BSP Support. WOB Artillery and AoE Air Attacks may not be declared against the City Mapsheet. WOB air attacks may be declared directly against Ranger artillery, the turn AFTER Ranger artillery begins firing (strafes will target only a single artillery unit).
Victory ConditionsRangers1)*The objective VIP must be in one of the Ranger Safe Zones (with no non-crippled OPFOR units within 6 hexes), or have successfully exited the board though one of the Safe Zones, by the end of the game
2) Destroy or render incapable of spending MP at least 12 WoB units, not including Turrets or Infantry/Battle Armor
*Condition 1 must be fulfilled to either /victory, or for a Rangers win at all, regardless of VP values.
OPFOR1) Prevent the objective VIP from either being killed or being extracted by the Rangers
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units, not including Infantry/Battle Armor
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).
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) SAFE ZONES: The three Ranger Safe Zones (S1, S2, and S3) are defined as the FULL HEXES enclosed by the blue lines on the map. S1 and S3 are therefore a 3x3 hex area, while S2 is a 2x3 hex area.
5) Recovering the VIP: This requires the Rangers to fulfill several steps. First, Ranger Infantry/Battle Armor must move to and enter the building containing the VIP (Rangers will be told the target location prior to game; OPFOR will receive a list of several possible locations). Next, the entering Infantry/Battle Armor must destroy the VIP's bodyguard unit - this unit does not appear on the OPFOR unit list and will be given to the OPFOR players when the Ranger units enter the appropriate building. Once the defending bodyguard unit is neutralized, the VIP will automatically be attached to the unit which destroyed the bodyguard, and will accompany them for the remainder of the game. Finally, the VIP must be moved to the Ranger Safe Zones and exited from the board if possible (as detailed above). Note that if the building with the VIP collapses, the VIP will be killed as per normal rules for infantry in a collapsing building.