Apologies for writing back so late. Please use up to 2 rerolls going for clear light. Post if it generates a scenario with no penalties, otherwise please report to me and I'll try to respond quicker this time.
It required 2 rerolls.
Maps will be posted when I get home from work.NORTH
SOUTH
MapsRolling Hills 2.........Open Terrain 2
Scattered Woods....Open Terrain 3 New
DeploymentPrimary OPFOR: Deploys 4 units (1 lance) in each of Zones Red 1-4 (ie, 1 zone will be empty). Primary OPFOR Forces which deploy in Zones 2 & 3 may not leave those Zones until they have lost 1 Mech from their lance, or until they have a lance member take damage to rear armor *as a result of a Ranger/liaison attack which originates to the lance member's NORTHEAST, EAST, OR SOUTHEAST* (ie, the line of defense has been penetrated). These conditions are tracked independently for each deployed lance.
Ranger Forces: Enters the board anywhere desired along the western board edge on your initiative on Turn 1.
Local Forces: Each unit deploys anywhere within 3 hexes to either east/west side of the board centerline, and no Local Force unit may deploy within 4 hexes of any other Local Force unit.
Environmental ConditionsTainted World: Any 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.
Light Gale: Conventional Infantry units may either move OR shoot each turn. Remember that conventional infantry units have no facing and need not spend MP to rotate in their hex.
Battlefield Supportnone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 6 units from the Primary OPFOR.
2) Suffer no more than 3 total Mechs - including the liaison - incapable of spending MP at the conclusion of the scenario.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units *and* the liaison unit.
2) Suffer no more than 5 total units incapable of spending MP at the conclusion of the scenario.
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.