Apologies for the delay. I had a panic attack when I was in my Rangers campaign folder on my drive, and I couldn't find ANY of the files for the campaign. That state of affairs lasted almost a whole day, opening every single subfolder in there looking for our files and generally freaking the hell out about having to rebuild everything.
A couple hours ago I realized that I'd been looking in my archival external drive where all the old Numenorean Rangers stuff was stored, and not my internal drive where all of the current campaign materials live. So yeah.
NORTH
SOUTH
Maps
Mines 1..................Mountain Lake................Aerobase 1........Aerobase 2
CityTech.................River Commcenter..........City Ruins...........Foothills 2
Woodland New........Lake Area......................Hilltops 1............Large Lakes 2 (this row is 1/2-maps)
*I know I said the top row was going to be half-maps, but the city clusters in AtB are weighted towards the south side so that we'd have to split cities across mapsheets and that's a whole PITA
DeploymentLyran Alliance Forces: Air-drop simultaneously on Turn 1 with Ranger deployment, counting as their own "Ranger Lance". The liaison unit automatically drops alongside the Rangers local CO lance.
Ranger Forces: All Ranger and Allied forces drop into their choice of drop zones DZ-1, 2, 3, or 4. Discounting Battle Armor, no more than 2 lances (8 TOTAL UNITS) may deploy into any single dropzone. Note that combat vehicles may be airdropped alongside the local CO lance, but you may only deploy a maximum of 3 vehicles as the liaison will count as a unit. Unlike mechs, vehicles may not fire while dropping.
Base Turrets: Turrets may deploy onto any hex marked with a Red Star. No more than 2 turrets may be deployed per mapsheet. Turrets and Falcon Primary OPFOR deploy simultaneously, and Falcon #2 OPFOR makes its deployment choice at this time.
Falcon Primary OPFOR: There are 3 discrete Falcon units in the primary OPFOR for purposes of deployment; 2 Novas (Star of Mechs + Star of Elementals), and a stand-alone Mech star. Each discrete unit must deploy into one of zones J-1, 2, and 3; with no more than 1 discrete unit per deployment zone. Elementals need not begin the game mounted on Mechs. They may not deploy into buildings, but may deploy on top of them.
Falcon OPFOR #2: Enter the board on Turn 2 on their initiative, from the west board edge. 1 Star may enter through zone R1, and the other 2 must enter through Zone R2. Prior to game, write down your deployment option.
Falcon Reinforcements: Enter the board on Turn 8 on their initiative, from any non-water hex desired along the south board edge. They may not employ Jump MP to "ignore" water along the board edge.
Environmental ConditionsFalcon's Fury: Grey hexes are Rubble. Additionally, all building COUNTERS on the board are considered individual Level 2, Medium buildings with 50 CF and no basement. Each counter is its own, separate, single-hex building. Building hexes actually drawn onto the mapsheets exist as appropriately labelled and can consist of multiple hexes. Wall hexes and turret hexes have only 120 CF available. Bridge hexes have 400 CF. Star League anti-slip pavement has been confiscated as lostech by the Falcons, and therefore any hex marked as pavement, or any hex that is obviously meant to be a road (River Commcenter) or a Runway/accessway (airbase) is considered pavement and skidding checks are made by all units as normal.
It would be extremely helpful if someone can just print a ton of building counters so we can write the CF on the back of each hexBattlefield SupportRangers may employ up to 4 ASFs in the air attack role (the others are escorting your Dictator DropShip), each loaded for any 2 desired air-to-ground attacks.
Air Supremacy: Because the Falcon lunar air base was neutralized earlier today, your employer is willing to devote significant attack assets to your cause. An Avenger DropShip (Gunnery 2, callsign ARC-LIGHT) is on standby, and will make a Level Bombing run whenever desired. There is a 1-turn delay; if you want a bombing run on Turn 3, you need to publicly call it in on Turn 2. The Avenger will only make a bomb run from north-to-south, or from northwest-to-southeast, or from northeast-to-southwest. Each bomb run will drop a total of 20 HE bombs, targeting each hex along the run with no more than 3 bombs each; the final to-hit TN for each bomb is a 9 (2 gun +2 for bombing, +5 for altitude). Each bomb scatters a number of hexes equal to the MoF, but only in a 180-degree arc along the bombing run direction (see Altitude Bombing Scatter Diagram, TW, pg 245). The Avenger may make 2 total bombing runs, not less than 3 turns apart (if you make a run on Turn 3, the Avenger can be called in on Turn 5 and make its 2nd run on Turn 6; this gives time to reload the bomb bay and to turn around). Finally, note that ground-to-air fire against the DropShip is disallowed; not because it's not hittable, but because no weapon which can hit at a minimum possible range of 20 hexes can actually cause a threshold critical hit, but also because it's immune to lawn dart crashes due to being at Altitude 10, and so it isn't actually worth the bother of tracking it.
Clan forces have no BSP available.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Breakthrough**: Have at least 7 Units (of any ground combat type) in Objective Zones O1, O2, O3, or O4, which are standing and capable of spending MP at the conclusion of that End Phase; these units may be either Lyran or Ranger. Ranger units may automatically exit the board once they have "scored", if no enemy units begin the following movement phase within 6 hexes and they have a clear path off the board.
3) End the game with the Nightstar unit and at least 1 Ereschuld Mech still on board (unless they have exited via an objective zone) and capable of spending MP.
**Ranger forces may not declare /victory unless this has been achieved.
OPFOR1) Destroy, or render incapable of spending MP, at least 4 Lyran Alliance attacking units, including the Nightstar.
2) Prevent the Ranger units from achieving their Breakthrough objective.
3) Destroy, or render incapable of spending MP, at least 8 Ranger units, including at least 3 Ereschuld Lance units
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).
2) OPFOR MechWarriors driving Omnimechs will ignore any ejected Ranger or Allied MechWarriors in this scenario, unless that MechWarrior has claim to at least 3 Falcon Kills during this scenario OR is a survivor of any previous battle on Somerset, Pandora, or Tukayyid, in which case they will attempt to capture that MechWarrior. OPFOR Mechwarriors driving 2nd-line or Star League Mechs will attempt to capture Ranger or Allied MechWarriors, and will attempt to rescue ejected friendly pilots, unless there is an enemy Mech as close or closer than the ejected pilot. Clan Elementals will shoot to kill any and all ejected Ranger or Allied MechWarriors if those MechWarriors are within MG range and there is not an enemy Mech or combat vehicle within 9 hexes (SRM range). ALL Clan units will shoot to kill any Clan bondsmen serving the Rangers, unless there is an enemy Mech as close or closer than the ejected pilot, and will declare a Kick physical attack against that pilot if sharing a hex.
3) Jade Falcon Clan Mechwarriors will not use zellbringen when targeting mercenaries, though they will not make physical attacks (they may use the Dodge SPA). Their Bloodnamed MechWarriors will use zellbringen when declaring attacks against all Lyran or Ranger units, but may exit the duel freely if another unit interferes. If three duels are canceled in this manner, the Jade Falcon units may ignore zellbringen totally, against all units, including making physical attacks.
4) 2nd-liners. A Falcon MechWarrior piloting a Star League light, medium, or heavy Mech has tested down so far that honor means nothing to them. They may make physical attacks as desired.