NORTH
SOUTH
Maps:Open Terrain 2.........Grasslands 1
River Commcenter.....Mountain Lake
DeploymentPrimary OPFOR: Deploys second within 2 hexes of the northern board edge; no unit may deploy within 4 hexes of another unit.
Ranger Forces: Deploys first, anywhere within 5 hexes of the east-west centerline of the playing area.
OPFOR Reinforcements: Enter the board anywhere desired along the north map edge on Turn 6.
Environmental ConditionsFull Moon Night: as per TacOps Expanded Conditions Table, pg 36. Note in particular it costs +1 MP to enter each hex unless Jumping (or airborne), and there is a flat +2 to-hit modifier for all units on the board.
Tainted 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.
Farming Community: This is a farm, not a fort. While buildings are in play as described on the mapsheet, completely ignore all wall/turret hexes. Consider them clear terrain with an elevation equal to the underlying hex.
Battlefield Supportnone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 4 units from the Primary OPFOR..
2) Prevent the more than 2 OPFOR ground units from crossing the river and surviving in an uncrippled state for 1 additional turn (on the River Commcenter map), by the end of Turn 12.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 2 Ranger units and the liaison unit.
2) Before the end of Turn 12, cross the river on the River Commcenter Map with at least 3 uncrippled ground units*, and ensure those units remain uncrippled for 1 additional turn after the crossing.
*VTOLs cannot be scoring units, as they cannot gain or hold ground
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.