NORTH
SOUTH
MapsMines 2.........BattleTech..........River Valley
Coast 2..........Coast 2.............River Valley
Desert 2.........Badlands 1........Lake Area
DeploymentOPFOR Deployment: Deploys after Ranger LZ is chosen.. OPFOR units are divided into groups of 4 units, from top to bottom of the list, discounting the infantry. Each lance/platoon deploys as desired into a single numbered zone, from Red 1 to Red 6. Infantry units start the game either mounted to an OmniMech or inside an APC, as appropriate. C3 nets between lances may be formed prior to the game, but individual units may not be shuffled between lance/platoons in order to create more efficient C3 nets. Legal Arrow IV ammunition types are limited to: Standard, Illumination, Cluster, Inferno-IV. Units carrying an Arrow IV system in this scenario
must mount at least 1 ton of Inferno-IV ammunition.
Ranger Deployment: Chooses LZ first. All Ranger and Allied units must deploy into one of the three Landing Zones, A, B, or C. After OPFOR deployment, Ranger units then choose specific landing hexes, and will land as per StratOps rules on Turn 1, counting as Jumping, and will be capable of normal movement on Turn 2. No more than 2 lances (or equivalent organizational unit) may deploy into a single quarter-map area, delineated by the map folds and borders. Units carried upon or inside another unit do not count towards the 2-lance limit.
OPFOR Reinforcements: Enters the board from the North board edge on their designated turn (between Turns 4-7).
Ranger Reinforcements: Rangers do not have access to reinforcements in this scenario.
Environmental Conditions:Dawn (short): All weapon attacks suffer a +1 to hit penalty until the end of Turn 4. Searchlights do not affect this modifier, but other effects such as the All-weather SPA do.
Light Fog (short): A pre-dawn fog shrouds the battlefield. Units using Walking, Running, Cruising, or Flanking MP must pay +1 MP to enter each hex, until the end of Turn 4. Piloting skill rolls for airdropping units also suffer a +2 penalty, as they cannot clearly see the ground.
Tainted World: All water hexes are considered to be a Class 1 Hazardous Liquid. Each submerged location on a Mech or vehicle suffers 1d6/2 damage whenever a unit enters a hex containing a Hazardous Liquid, or begins the Ground Movement Phase in such a hex. Breach checks are still required; this liquid deals 2 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check. Battle Armor takes 1d6/2 damage per trooper per hex entered or per round (as above), but does not require a Breach check. Conventional infantry takes double damage. Finally, Hazardous Liquid mixing and Water Flow rules are NOT in play, as all the liquid on the board is identical.
Battlefield Support:Rangers receive 20 points of BSP, which can only be spent on ASF functions, as you haven't technically landed yet. Additionally, 2 ASF must be assigned to DropShip escort and so will be unavailable for use in this mission.
OPFOR forces receive 12 points of BSP, which can only be spent on ASF functions.
Victory ConditionsRanger Victory Conditions:1) Prevent target units from reaching their objective phase line*
2) Destroy or render incapable of spending MP at least 9 units from the Primary OPFOR
3) Do not allow the Allied Nightsky or Enfield to be destroyed or mission-killed by the end of the game
*Target units include: Akuma, Crockett, Maxim, Maxim, Foot Platoon (flamer), Foot Platoon (flamer)
OPFOR Victory Conditions1) Move at least 8 non-reinforcement units, including at least half of the Target Units listed above, north of your objective phase line (somewhere on the north mapsheet - private information)
2) Destroy, cripple, or render incapable of spending MP, at least 6 Ranger units.
3) Destroy, cripple, or render incapable of spending MP, at least 2 Allied units
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. No, they are not killing you yet; this is not a mistake.