NORTH
SOUTH
MapsOpen Terrain 2 New.....Rolling Hills 1 New.......Woodland New
Grassland 1................Lake Area...................Scattered Woods
Foothills 1..................Woodland New............Grasslands 3
DeploymentPrimary OPFOR: Divide the Primary OPFOR into 5 lances of 4 Mechs each (in order). Each Lance deploys into any one of Zones Red 1-8. 3 lances must deploy into Zones 1, 3, 5 and 7. No more than 2 Lances must deploy into Zones 2, 4, 6, and 8.
OPFOR Reinforcements: Enters anywhere desired through Zone R on their designated turn.
Ranger Forces: Prior to OPFOR deployment, choose a Landing Zone, LZ 1, 2, or 3. All Ranger Mechs deploy into this LZ. Each Ranger Lance must deploy wholly into a map quarter within their designated LZ. Lances may not share or overlap map quarters. Lances must choose their designated map quarter prior to deployment; this information is not shared with the OPFOR players. Mechs will make groundfall in the End Phase on Turn 1; they are considered to be at Altitude 3 (+6 hexes range) during this turn's weapons fire, count as jumping, all have a +3 TMM, and can neither declare nor receive physical attacks this turn. For simplicity sake, drop and scatter rolls are made during Turn 1 Movement Phase. Mechs may move normally beginning on Turn 2.
Ranger Reinforcements: Rangers may field 1 reinforcement lance. This unit air-drops onto the battlefield during Turn 1 along with primary Ranger forces, ignoring normal reinforcement timer.
Civilian Units: 2 units deploy into each of Zones Gray A, B, C, and D on Turn 1 (each Zone being a map quarter 4 full hexes from the eastern board edge).
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.
Dawn: Add +1 to hit with weapons fire during Turns 1-8. Searchlights do not affect this, but All-weather and related abilities can offset. This modifier does not affect BSP target numbers.
Battlefield Support:Rangers receive 20 points of BSP, which may only be air defense and air attack options. At least 2 ASFs must be designated as DropShip escorts and so are not available for air attack/defense during this scenario.
OPFOR forces receive 32 points of BSP, which may only be spent on air defense and any desired mix of Sniper or Thumper-class artillery strikes. OPFOR does not receive pre-plotted hexes.
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) Evacuate as many civilian units as possible through the evacuation zones Blue A, B, and C (a 3x3 hex area) and have no active OPFOR units within 6 hexes. A Civilian Unit can exit the board after spending 1 full turn in any hex of an evacuation zone. At least 2 civilian units are required to exit the board in order for the Rangers to have a victory at all.
2) Destroy, cripple, or render incapable of spending MP, at least 10 Primary OPFOR Mechs.
3) Suffer no more than 7 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game.
OPFOR1) Render the liaison Mech incapable of spending MP and kill the liaison pilot.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, at least 3 Fire Lance units - including any attached support units - prior to Turn 12.
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.
3) OPFOR MechWarriors will not target a civilian unit if there is an active and non-crippled Ranger unit within 8 hexes of the OPFOR unit, and if the OPFOR unit is capable of firing at the Ranger unit.