Reroll then generate. Please send me SPAs, I'll be playing with Rey Sadaka
NORTH
SOUTH
Maps:Oasis...............Mines 1
Sand Drift 1.......Desert 2
DeploymentPrimary OPFOR: MAY select 0-2 Mech units to deploy on the board into Zone Z1. MAY select 0-2 Mech units to deploy on the board into Zone Z1. MUST deploy at least 2 total Mech units into the combination of Zones Z1 and Z2. All other units enter anywhere along the eastern map edge Blue Zone (center map half, denoted by map folds) on their initiative on Turn 1.
OPFOR Reinforcements: Enters the board anywhere along the eastern map edge Blue Zone (center map half, denoted by map folds) on Turn 7.
Ranger Forces: Deploys 1st, anywhere desired in the Red Zone (the central map quarter, as denoted by map folds)
Environmental ConditionsTainted World: All water hexes ON THE DESERT 3 MAP 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.
Tainted World: All water hexes ON THE MINES 1 MAP are considered to be a Class 3 Hazardous Liquid. Each submerged location on a Mech or vehicle suffers 2d6/2 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 4 pilot hits/round to a MechWarrior with a Breached Head Location, but does not provoke a consciousness check.
Oasis: All water hexes on the OASIS MAP are normal water. Cool and refreshing, even.
Battlefield Supportnone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 6 OPFOR units
2) Norbotten Lance must remain at 50% strength or better, and the liaison must not be destroyed, rendered incapable of spending MP, or crippled.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 3 Ranger units, one of which must be the liaison unit.
2) Move at least 3 units, including at least 2 non-crippled (TW pg 258 definition) Mechs , into the 6-hex zone denoted as T1, with no Ranger units capable of weapons fire within 6 hexes, and remain there in an operational and non-crippled state, for 1 FULL turn (they need not remain stationary, but must stay within Zone T1 the entire time).
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.