NORTH
SOUTH
MapsOpen Terrain 3..........Woodland New.....Rolling Hills 3......Open Terrain 2 New
Rolling Hills 1 New.....Grassland 3.........Forward Base......Open Terrain 3
DeploymentPrimary OPFOR: Deploy 1 lance into either Zone D1 or D2. All other lances deploy into zones D3-D8, with no more than 1 lance per zone. Only 1 lance may deploy into D6 or D7.
OPFOR Local Forces: The Sniper Turret must deploy onto an Orange Star hex. All other local forces may deploy anywhere desired in the Orange Zone. Up to 3 of the non-sniper Turrets may deploy onto the "Turret" hexes on the Forward Base map.
OPFOR Reinforcements: Enters anywhere desired on the south edge of the Forward Base or Grassland 3 maps on Turn 5.
Ranger Forces: Each lance enters the board on Turn 1, on its initiative. Each lance must enter through one of Zones R1-R8, but lances may not enter through adjacent zones (if a Lance enters through R1, no lance may enter through R2).
Ranger Reinforcements: Rangers may field 1 reinforcement lance. Enters through any unused R1-R8 zone on its initiative during its designated turn.
Liaison Units: This Lance may enter through any R1-R8 zone on its initiative on Turn 1, and does not affect Ranger primary or reinforcement unit board entry in any way.
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.
Not Fortified: Wall hexes have a CF of 50, not 200. Turret hexes on the Forward Base map have a CF of 120, not 250.
Dawn (short): Add +1 to hit with weapons fire during Turns 1-4. Searchlights do not affect this, but All-weather and related abilities can offset.
Battlefield Support:Rangers receive 24 points of BSP.
OPFOR forces receive 20 points of BSP, and may select 6 pre-sighted artillery hexes (which may not be inside Zones S1-S3), but may take no offboard artillery or minefields during this scenario.
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 ConditionsRangers1) With at least 1 unit each, scout the two southern map corners by moving a unit within the 3x4 hex blue objective zone (T1 and T2) and spending 1 full turn stationary, and return the scouting units to any full hexes within the designated Northern Safe Zones (marked "S1-3"), with no Drac units 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 scouting turn, but may be airborne; they cannot use Evasive Movement this turn.
2) Destroy or render incapable of spending MP at least 10 Drac non-turret units.
3) Suffer no more than 7 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 5 Ranger units and two liaison units, prior to Turn 12.
3) Suffer no more than 10 total Primary OPFOR 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). 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.