Final ScenarioWarning: possible TPK. You need to take this scenario extremely seriously. Any units or personnel left behind are lost, and it is possible for the unit to be wiped out completely during this mission.NORTH
SOUTH
MapsNew Woodland......New Rolling Hills
CityTech...............CityTech
City Ruins............City Ruins
Deployed forces, Gray Death Legion (standard model unless otherwise noted)
CPT Davis McCall, 3/4, Rifleman, Edge 4, Lucky, Blood Stalker, Hot Dog, Tactics +4, CO
SGT Winston Royale, 4/5, Javelin
SGT Philip Ashburn, 4/4, Shadow Hawk
SGT Teresa Stauble, 4/5, Catapult
Lt Tracy Maxwell Kent, 3/3, Phoenix Hawk 3D. Edge 1, Tactics +2
SGT Tomas Reid, 3/4, Griffin
SGT Carles Lovell, 4/4, Centurion
SGT Dan Romig, 4/4 Rifleman
Lt Gomez de Villar, 3/3, Griffin. Edge 1, Tactics +3, Tactical Genuis, Jumping Jack XO
SGT Charles Bear, 3/4, Crusader Custom (DHS Swap, lose MGs and MG ammo for torso CASE, short 0.5tons). EDG 3, Wpn Spec LRM15, Oblique Attacker
SGT Mai Li-Fong, 3/3 Vindicator
SGT Craig Priestly, 4/6, Dervish
Gray Death Air GroupUnion DropShip 3/3 (2 ASF bays)
Fortress DropShip 4/4 (2 ASF bays)
Leopard DropShip 5/4 (2 ASF bays)
Mule DropShip 5/4 (2 ASF bays)
Corsair 3/4
Corsair 3/4
Sparrowhawk 4/4
Sparrowhawk 4/4
Lucifer 4/5
Lucifer 4/5
Eagle 3/4
Eagle 3/4
Deployed Forces, Numenorean RangersAny 3 lances from the following list: Skaraborg, Crusher, Ice, Bright, Wolverine, Phoenix, Dragon. The Ranger CO must designate a local commander, who is considered the overall Force XO (after the GDL's Davis McCall).
Dictator DropShip (0 ASF bays)
Triumph DropShip (6 ASF bays)
Any desired ASFs, up to the total number of available bays
Spearhead force, 124th Striker Cluster, Bravo Beak1 - Star Commander Mangu Roshak, 1/3, Stormcrow B, XO1, Tactics +2, Edge 2, Cluster Hitter, Hot Dog
1 - Warrior Bortai, 3/3, Hellbringer A, Edge 1
1 - Warrior Sinthia, 2/3, Stormcrow Prime
1 - Warrior Iggan 3/4, Summoner A, Jumping Jack
1 - Warrior Edward 3/4, Hellbringer Prime, Edge 1
Hammer Force, Jade Falcon Golden Keshik, Trinary BravoBravo Beak 1 - recycles; as units from this Star are destroyed, they are recycled onto the board from their deployment zone the next turn without Edge or SPAs
1 - Star Captain Ostin Roshak, 1/1, Dire Wolf Prime, CO, Tactics +5, Edge 3, Speed Demon, Hot Dog, Sniper
1 - Warrior Killup, 2/2, Warhawk Prime, Edge 2, Sharpshooter
1 - Warrior Iston, 1/2, Gargoyle A , Edge 2, Cluster Hitter
1 - Warrior Zass, 2/2, Timber Wolf B
1 - Warrior Bendic, 2/3, Black Lanner A, Edge 2, Dodge, Oblique Attacker
Bravo Beak 24 - Star Commander Hitoon Fischer, 1/2, Night Gyr Prime, XO2, Edge 2, 6th Sense
3 - Warrior Dash, 2/3, Executioner Prime, Stand-aside
3 - Warrior Crowe, 2/2, Gargoyle, Edge 2, Marksman, Multitasker
4 - Warrior Jessica, 0/3, Night Gyr B, Edge 2, Speed Demon
4 - Warrior Cal, 1/2, Dire Wolf A, Enviro Spec: Hills, Forest; Pain Resistance
124th Striker Cluster, Echo WingVisigoth A, 3/3
Visigoth A, 3/3
Turk Prime, 3/4
Turk Prime, 3/4
Sulla Prime, 4/4
Sulla Prime, 4/4
Jagatai C, 4/4
Jagatai C, 4/4
Batu Prime, 4/4
Batu Prime, 4/4
Sudeten MilitiaGDL CPT Delmar Clay, 2/3, Wolverine
SGT Starkley, 4/5, Archer
SGT Jones, 4/4, Warhammer
SGT Hernandez, 4/2, Hatchetman
SGT Smith, 3/3, Phoenix Hawk
SGT Rickenbacker, 3/4, Thunderbolt
DeploymentClan Forces: Units enter along the north edge of the mapsheet on their initiative. Units from the Golden Keshik may not enter the board within 5 hexes of a unit from the 124th. Additionally, no unit may enter the battlefield until the turn number listed next to the unit listing. "4 - Warrior Cal, Dire Wolf A" may not enter until Turn 4 of the battle.
Gray Death Deployment: Gray Death DropShips are located on the map. ASFs begin the game stowed in their bays. Assume the Fortress and Mule can each carry 2 ASFs. Note which DropShips hold which ASFs. Gray Death Mech forces are deployed on the northern 2 mapsheets, or on the north "half" of the central mapsheets.
Ranger Deployment: Ranger DropShips are located on the map. ASFs begin the game stowed in their bays. Note which DropShips hold which ASFs. Ranger Mech forces are deployed on the northern 2 mapsheets, or on the north "half" of the central mapsheets (if their movement is 5/8 or better) or anywhere on the central mapsheets (if their movement is 4/6 or worse).
Sudeten Militia Deployment: This force begins the game off-board. Beginning on Turn 5 or at any point thereafter, it may enter from either board edge along the central mapsheets; this need not be determined until it enters the battle (as historically it was a surprise to both sides of the battle).
Clan Air Group Deployment: Fighters enter play adjacent to the "moon", at Velocity 1, facing away from the moon, starting on the same turn that
any DropShip appears on the space map. Up to 2 Clan ASFs may deploy per turn.
Ranger and Gray Death ASF deployment: Fighters may be deployed by the units carrying them on the turn they appear on the space map. All NR or GDL DropShips may deploy up to 2 ASFs per turn. They may chose their facing, and are considered to deploy at Velocity 2 prior to spending thrust.
Space Map DropShip Deployment: When a DropShip appears on the space map, it is placed along the southernmost hexrow, at Velocity 3, in any desired unoccupied hex.
Environmental Conditions1) No buildings have basements (pre-fab huts)
2) Pavement on the CityTech Mechs are considered to be Clear terrain. Pavement on the City Ruins maps uses the normal Pavement rules.
Ground Map BSPNone. The Clans have no access to BSP purchases, and all artillery and ASFs are loaded for takeoff. As a note: the Fortress DropShip has a Long Tom in the nose which may fire at will using standard artillery rules (indirect fire only) as long as the DropShip is grounded.
Scenario Special Rules1) The DropShips are not part of the initial bid and so Clan units will not fire at them,
unless the DropShips fire first.2) By leaving the planet before the conclusion of the battle, the Falcons consider the GDL (and you, by extension) to have broken the bid. As they are no longer bound by it, they are free to dispatch their ASFs to intercept your outbound DropShips.
3) Mechs must occupy a hex adjacent to a DropShip
belonging to their mercenary group to board it. Up to 2 units/turn may attempt to board the Leopard or Mule, up to 4 units/turn may attempt to board other DropShips. The Triumph is incapable of boarding Mech units. Boarding a DropShip requires 3 Walking MP, spend in the direction of the DropShip's central hex, and a successful PSR. On a failure, the Mech must try again the following turn. A failure with a result of 2 ("snake eyes") results in the Mech becoming stuck; it MUST try to board again the following turn, and the PSR suffers a +2 penalty. DropShips may not lift off with a Mech stuck in a bay door. Mechs boarding a DropShip do so in the Movement Phase and thus may not fire or be fired upon if they successfully board. DropShips may lift off at any time during the Movement Phase, with or without a full complement (4 for Leopard, 12 for Fortress Union or Mule, or 36 for Dictator), but from the time the last desired Mech boards the DropShip there is a delay of 1 full game turn. They then require a delay of 1 full game turn to reach the space map.
4) Any game unit within 2 hexes of the Leopard's Aft or within 3 hexes of the Spheroid DropShips with they take off are automatically destroyed. Units 1 hex further out suffer 15 damage in groups of 5 and 10 Heat. Units 1 hex further out than that suffer 5 heat. Any unprotected infantry (or pilots) within any area of effect are killed with no possibility of using Edge.
5) Any ground unit on board a DropShip destroyed in space are considered lost.
6) Clan Units are not bound be zellbringen dueling rules in this engagement.
7) Delmar Clay has a death wish. After he enters the board, during Movement, he may declare a duel against a Golden Keshik Clan unit no heaver than 25 tons than his Wolverine, to which he has line of sight. The Clan unit must accept the duel. The movement of Clay and the dueling unit occurs first in the round (winner of faction initiative moves last); and no Clan Mechs will approach within 4 hexes of either dueling Mech, or voluntarily end their movement in a manner which directly "blocks" line of sight between the dueling Mechs. No Clan unit and no Inner Sphere unit may fire into the duel.
8.) DropShips or ASFs which exit the "north" end of the space map have escaped; these units do not require a stationary turn at the board edge.
9) Units from the 124th will continue to attempt Aimed Shots at cockpits to kill any Warriors in disabled or shut down Mechs. Golden Keshik units will not.
Victory ConditionsGDL/Rangers: Get as many units as possible on board the DropShips and break through the fighter blockade
Clans: Destroy as many enemy Mech units as possible.