NORTH
SOUTH
MapsOpen Terrain 2.........Grasslands 3..........Woodland (new)......Open Terrain 3
Woodland (new)........Rolling Hills 3........Lake Area...............Lakes
DeploymentOPFOR Deployment: Each Lance (each grouping of 4 units, vertically on the OrBat) enters the board on their Initiative on Turn 1. Each Lance enters through one of Red Zones 1-4 (a 9-hex long line), and the entry zone of ALL OPFOR Lances (including reinforcements) must be selected after Ranger Deployment Phase 1 is done. Each Red Zone may be used by a maximum of 2 lances, total, and adjacent Red Zones may not be double-stacked on Turn 1 of the game (ie, Red Zones 1-4 will each have a lance enter, and then either Zones 1/3 or 2/4 will have an additional lance enter on Turn 1).
Ranger Deployment: Deploys in 2 Phases. Phase 1 occurs first. The Ranger Local CO, the liaison Lance, and 1 other Lance leader must deploy during Phase 1, within 3 hexes of a Blue Star Hex. No more than 1 Ranger Lance may deploy onto a single mapsheet, and the liaison must deploy either on the Local CO's map, or within 3 hexes of a Blue Star Hex on a mapsheet adjacent to the Local CO's Lance. After Phase 1 concludes, the OPFOR forces determine their entry zones. Once the OPFOR has determined their entry zones, in Phase 2 all remaining Ranger Mechs finish their deployment, following the rules above per mapsheet and for individual unit placement.
OPFOR Reinforcement 1: Enters the board from the North board edge through a zone which had had only a single lance deploy through it - if zones 1 and 3 each had 2 lances enter on Turn 1, the reinforcement lance must deploy into zone 2 or 4). This lance enters on Turn 5.
OPFOR Reinforcement 2: Enters the board from the Eastern Board edge of the Open Terrain 3 map, within 4 hexes of the center fold line, on Turn 7.
OPFOR Reinforcement 3: Enters the board from the Eastern Board edge of the Lakes map, within 4 hexes of the center fold line, on Turn 8.
Ranger Reinforcements: The Rangers may deploy 1 or 2 reinforcement Lances in this scenario. This Lance enters the board along the Southern Board edge on their designated turn. Reinforcements enter 2 turns more quickly than normal, but only to a minimum of Turn 3; if they would enter on Turn 2 (whether via this benefit or "naturally") then they receive no benefit.
If the Rangers choose to deploy 2 lances, the the Gunnery Scores of all members of OPFOR Primary Lance 1 (xe Grand Dragon, Hatamoto-Chi, Black Hawk KU) and OPFOR Reinforcement Lance 3 (Goshawk, x2 Saladin, Skulker) is decreased by 1 (ie, Gunner 3 = Gunner 2). Additionally, the Markman artillery mentioned under OPFOR BSP is upgraded to a Sniper artillery piece. The second Ranger Reinforcement Lance cannot enter the board through the same map, or an adjacent map, as the first reinforcement lance. If the first lance enters through Map 3, then the second lance can only enter through Map 1.
Environmental Conditions: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 36 points of BSP. Minefields are allowed, though minefields MUST be deployed in belts at least 3 hexes long in a straight line by 1 hex deep, at a minimum size, and may not cross elevation boundaries (the entire belt must be on the same terrain level). Minefield location information given privately to the local Rangers CO during pre-mission. The Rangers receive 1 pre-sighted hex on each mapsheet.
OPFOR forces receive 20 points of BSP, but also receive 1 free light air cover each turn of the game and 1 HE Marksman shell each game turn from the weapons fire phase of Turn 3 until the end of Turn 10; this Marksman shot is Elite and therefore hits on a 7+, not an 8+. OPFOR may not select minefields.
CLARIFICATION (this will be cross-posted in the rules thread): A HE artillery shell impact which overlaps a Smoke hex automatically dissipates the smoke at the end of the phase in which the HE artillery landed. All hexes of HE AoE have this effect on Smoke.
Victory ConditionsRanger Victory Conditions:1) Allow no more than 6 Primary OPFOR units from a) crossing their objective phase line and b) surviving as a non-crippled unit the following turn
2) Destroy or render incapable of spending MP at least 13 units from the Primary OPFOR
3) Do not allow the Allied Caesar or Stealth to be destroyed or mission-killed by the end of the game
OPFOR Victory Conditions1) Move at least 7 Primary OPFOR units, including at least half of the Target Units listed above, south of your objective phase line (the staggered line formed one hex to the north of the Blue Star Hexes - and to the norther adjacent diagonal hexes from the Blue Stars - on the southern mapsheets)
2) Destroy, cripple, or render incapable of spending MP, at least 8 total Ranger units.
3) Destroy, cripple, or render incapable of spending MP, at least 3 Allied units, including the Stealth and Caesar
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. OPFOR MechWarriors will attempt to kill any ejected liaison pilots in this scenario; as long as no Ranger units are a valid target within LOF and within 8 hexes of the firing Draconis unit. KIA liaisons can have contract implications later in the Contract.