Final Scenario:Ranger ForcesMidnight LanceWHM-6Rx Warhammer, COL Kati Yamamori Atayde (Reg)
PHX-1-X Phoenix Hawk, LTJG Penny Roark (Vet)
PHX-HK1 Phoenix Hawk LAM, MSGT Carey Fletcher (Vet)
COM-2D Commando (Unit), SGT Zefry Cochrane (Elite)
Freya LanceGrasshopper GHR-5h-X1; LTSG Hartmann (El.)
Crusader CRD-5M-X1; SGT Callahan (Vet)
Javelin JVN-10N-X1; SGT Montgomery (Vet)
Phoenix Hawk LAM PXH-HK2-X1; LTJG Vicious (Vet)
Reaper LanceGladiator GLD-4RDx3; LTSG Wilhelm elite
Griffin GRF-1NDx1; LTJG Edmondson vet
Griffin GRF-1SDx1; SGT Graves vet
Thunderbolt TDR-5SGx; SGT Fenwick
Dancer LanceMarauder MAD-3Rx, LTSG Mudd
Blackjack BJ-3, LTJG Zweibel
Phoenix Hawk PXH-1bx; Sgt Smith
Phoenix Hawk PXH-1X Sgt Lewis
Gray Death Legion ForcesGriffin GRF-1N; Gomez de Villar (3/3) - Edge 2 (1), Wpn Spec PPC
Crusader CRD-3D; Charles Bear (3/2) - Edge 2, Sniper, Sandblaster
Centurion CN9-AL; Mai Li-Fong (3/3)
Archer ARC-4M; Dimitri Oretsov (4/5)
Clan Forces:124th Striker Cluster, Trinary CharlieCharlie NovaStar Captain Abbey Icaza (2/3), Gargoyle Custom (Conal variant;remove all weapons but the cERPPCs, install 2 StreakSRM-4 and 1t ammo in the LT, install 2 JJ per leg)
Temujiun (3/4) Elemental Point (small laser)
MechWarrior Tylon (2/4), Mad Cat S
Ghant (3/4) Elemental Point (small laser)
MechWarrior Pithan (3/4) Summoner Prime
Dethan (3/4) Elemental Point (small laser)
MechWarrior Trinity (2/3) Adder Custom (D variant; remove UAC/5 and ammo, add matching actuators to RA, add ERLL in RA, add x1 DHS in each arm, add x2 JJ in each side torso)
Cewers (3/4) Elemental Point (small laser)
MechWarrior Yvonne (3/4) Kit Fox S
Badden (3/4) Elemental Point (small laser)
Charlie Strider 1Star Commander Kelly Thastus (2/3), Loki Custom (A variant, pull MGs & ammo, Narc and ammo, UAC5 and ammo, install 5 JJ [CT, 2 per leg], 3 DHS [x2 LA, x1 RA], and x4 ERMLs in the RA)
MechWarrior Debbon (2/3). Nova Prime
MechWarrior Clint (1/2), Kit Fox S
MechWarrior Wes (1/4), Dragonfly A
MechWarrior Noni, (0/3), Nova Prime
Charlie Strider 2Star Commander Junichi Hazen, (1/2), Summoner C
MechWarrior Okkus (1/2), Adder P
MechWarrior Bekka (2/3), Koshi C
MechWarrior Megan (1/2), Nova S
MechWarrior Tara (2/3) Kit Fox S
MapNorth
South
Scattered Woods...Woodland.........Desert 3
River Valley..........Grasslands 3.....Woodland
Battletech...........Grasslands 2.....,Open Terrain 2
DeploymentRangers: Deploy west of the river and on the central maps. Note that due to the extended position of the battlefield (Carlyle deliberately selected to fight the Falcons here because it wasn't close to anything important) that no reinforcements can be brought to the fight.
Clans: Enter on your initiative
Gray Death: Enter on your initiative
Environmental ConditionsWeather is calm and sunny.
The Ranger Force Commander may choose to have a single lance deployed as Hidden Units, using normal rules.
All river hexes (where the river is 1 hex wide) are increased in depth by 1 level. Additionally, there is a signifcant current. Any Mech entering a River Hex (where the river is 1 hex wide) must make a PSR at a +4 penalty or fall (standard rules incl. Breach checks) and be swept downstream 1d6 hexes (or until you enter a hex where the river is 2+ hexes wide). Each hex entered in this manner deals 3 groups of 3 damage to the Mech (front chart) and requires Breach checks as per normal. The river flows south to north.
Note that there will be a lot of extra water and road hex tiles on the board.
Battlefield SupportThe Clans have 4 Light and 2 Heavy Air Cover at no cost.
Rangers may select Air Support options as per their discretion.
No other BSP options apply to this scenario.
Objectives:Clan Forces must control the river crossing on the Grasslands 2 Map. Each turn they have at least 2 uncrippled units, (and more units than Ranger Units) within 5 hexes of the bridge will add 1 VP. Elementals can only count as controlling the bridge if they are on or adjacent to it. Neither force may deliberately target the bridge, but the bridge has 90 CF for purposes of accidental destruction. If the bridge is destroyed, the battle is a draw. Finally, the XP rewards are slightly changed due to the nature of the scenario.
0-2 VP: Ranger Victory (+1 XP for survival, +1 for not losing the scenario, +1 for winning)
3-5 VP: Draw (+1 XP for survivial, +1 for not losing the scenario)
6+ VP: Clan Victory (+1 XP for survival)
***Inner Sphere units which which to exit the board must do so off the south edge, or the southeast map edge
***All Clan MechWarriors have auto-eject disabled.***
***Clan MechWarriors will not use melee attacks in any circumstances. ***
***Pilot Execution***
Clan forces may choose to execute any nearby helpless targets, whether there is a nearer target or not - if a Clan Warrior wishes to kill an Inner Sphere MechWarrior, roll 1d6; on a 1-3 he will perform a called shot against the head of an enemy disabled or shutdown Mech which is within 6 hexes. Resolve the called shot normally (Lance Leader edge may be burnt to survive this attack as per the normal rules); this means that shut down or disabled Mechs must remain on the board. A Clan Warrior may not make repeated attempts; fire once and move on.