NORTH
SOUTH
MapsCity Skyscraper..............Military Base 2........Military Base 1
Airport (Jon Custom).....DropPort 2...............CityTech
Forward Base...............DropPort 1...............CityTech
Seaport......................DropPort 1...............City Downtown
Player Assignments:
Fire + support units
Norbotten
Spectre
Marigold
Reinforcement + Turrets - assume Blitz
Steiner Allied Lance + Liaison
Reinforcement 2 + Civilians
7 PCsOPFOR
x6 Lances
6 NPCs13 PlayersMikeBrandonTaelor
Rob
Steve
Paul
BryanDanHat
RyanSeth
Ryan IIC
Jordan
DeploymentBase Turrets Deploys first, before OPFOR deployment choices are made. Each standard weapon turret must deploy onto a blue star hex, and is considered to be on top of any structure in that hex. The artillery turret must deploy onto any hollow blue star hex, with identical elevation rules.
OPFOR Force 1: Prior to game, divides their force into lances (lances are in order; 1st 4 units constitute 1 lance, etc). Each lance enters through one of Zones Red 1, 2, 3, and 4, but only two lances may use adjacent zones (if Lance 1 enters through Red 1, and Lance 2 enters through Red 2, Lance 3 MUST enter through Red *4*). The specific zone need not be chosen until you enter the board.
OPFOR Force 2: Prior to game, divides their force into a 2-lance section, and a 1-lance section (lances are in order; 1st 4 units constitute 1 lance, etc). They must note which subsection is entering via Deployment Red A and Red B. They move onto the board through these hexes on Turn 1.
Ranger Forces: Deploy after OPFOR deployment choices are made. Each lance, including the Allied Lance, deploys into a numbered Blue zone (1-8). A total of 3 lances may deploy into zones Blue 1-4. A total of 3 Lances may deploy into zones 5-8. Allies and Liaison units deploy during this step, and deploy exactly as a Ranger force (the liaison must deploy either in the same zone as the Local CO, or the same zone as the remainder of the Steiner forces).
Civilian Units: Deploys alongside Ranger units. Each civilian unit deploys into one of Purple Zones (1-8). The 9th unit may deploy into any desired purple zone. Only infantry platoons may enter or deploy inside buildings during this mission.
Ranger Reinforcements: Up to 2 Ranger BattleMech lances may be deployed as reinforcements. Prior to deployment, each lance must be assigned 1 mapsheet which contains Blue R hexes. On their designated turn, 1 Mech deploys adjacent to a Blue R hex on that mapsheet. Only a single Mech may deploy adjacent to each Blue R hex.
OPFOR Reinforcements: 1 Lance of reinforcements may enter through Red A or Red 1, 1 Lance of reinforcements may enter through Red 4 or Red B. These units move onto the board during their designated turn.
Environmental ConditionsPavement: All full hexes - or partial paved hexes up against another partial paved hex - which clearly resemble pavement, or are clearly roads (in the case of the Forward Base and Airport), are standard pavement.
DropShip Neutrality: The Dictator-class DropShip Celebrimbor begins the game on the ground. At the local CO's option, it can either stay powered up and shoot and be a viable target, or it can shut down as the attack begins (prior to game) and may not be deliberately attacked...but if you lose the scenario you lose the DropShip. Drift-capable attacks can also drift into the DropShip, regardless of its status. It requires 30 seconds (3 Turns) to power down a DropShip. It remains a viable target until powered down completely. It requires 1 minute (6 Turns) to power up a DropShip. Once it begins powering up it becomes a viable target. It may not fire until Turn 4 of its power-up sequence. If powered, the DropShip may take off during the scenario, using standard VTOL rules (TW pg ~88), but not prior to the movement phase of Turn 10 in any case. Units may not enter or exit or
especially fight inside the DropShip. Dan.
Battlefield SupportThe Numenorean Rangers must allocate 4 ASFs to be defensive sorties only (@ x2 sorties per fighter). The other 2 ASFs may be deployed as or if you wish. Rangers do not have access to minefields or off-board artillery in this scenario.
OPFOR gain 36 BSP to spend on offensive air support only. Air attacks may not directly target a civilian unit or a powered-down DropShip, unless that unit is in the path of a strafe attack which includes at least 2 other opposed units.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FRR Force 1.
2) Destroy, force the withdrawal of, or render incapable of spending MP, 6 units from FRR Force 2.
3) At the end of the scenario, ensure that you have at least 2 Fire Lance BattleMechs capable of spending MP.
4) Ensure the Liaison unit survives and is capable of spending MP at the end of the scenario
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 10 Ranger BattleMechs, including at least 2 Fire Lance Mechs.
2) Destroy all of the base defense turrets, and the artillery turret.
3) Destroy, force the Withdrawal of, or render incapable of spending MP, the Steiner Liaison and at least 2 Allied Lance Mechs.
4) Destroy or disable (render incapable of takeoff) the Dictator DropShip. If the DropShip is powered down, this objective is changed to: Destroy, force the Withdrawal of, or render incapable of spending MP, at least 5 civilian 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 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.