NORTH
SOUTH
Maps:
Woodland (new).........Mountain Lake..........Heavy Woods 2
Open Terrain 2...........River Valley.............City (residential)
Citytech...................River Commcenter....City (Suburbs)
DeploymentWolf OPFOR: Select Drop Zones before Ranger Deployment. Each Mech Star must deploy into a separate drop zone, from 1-8. The elemental Star may deploy mounted to any Star made entirely of OmniMechs, or it may drop as a separate unit in any Drop Zone irrespective of Mech selections. This choice must be made during DZ selection. Clan Mechs begin the game landing on the ground (+3 TMM), and count as Jumping for purposes of movement modifiers during Turn 1.
Ranger Forces: Each lance may deploy into one of the zones A, B, C, D, E, or F. One lance per zone.
Wolf Reinforcements: Wolf reinforcements deploy via airdrop on Turn 5, at Altitude 3. This means they will land on Turn 6 (exactly as handled by Primary Wolf OPFOR rules). The reinforcement binary must drop into the sum total of Zones 1 and 2, and may deploy anywhere in this area. Ground fire at airdropping reinforcement units is drawn to Hex 0813 of the River Valley map (adding 6 to the range to account for Altitude 3).
Ranger Reinforcements: As long as there are at least 5 OPFOR players, Rangers may deploy 1 lance of reinforcements. Reinforcements enter the board via the eastern size of Zone F, or the Western side of Zone D. This choice need not be made until the Rangers deploy. They enter the board on their initiative on their designated turn.
Environmental ConditionsNone.
Battlefield SupportRangers may use up to 36 points of BSP to select aerospace and artillery support options. Artillery attacks may not be targeted on XXXXX Mapsheets, and destruction of buildings by Ranger artillery constitutes a minor contract breach (-1 to contract score). Free of BSP, up to 4 ASFs may be reserved and made not available for BSP usage. Instead, these fighters may be placed on Combat Air Patrol, and each ASF may make a single attack pass against an airdropping Clan unit during their turn in freefall. These attacks use the FULL arsenal of the ASF, not the BSP damage rules. Attacks back against the ASFs use the standard rules for air-to-air attacks, will always attack the Nose arc (+1 to hit), and add a +3 AMM for "jumping".
Clan Wolf has only 14 points of BSP available, which must be spent exclusively on air attack and air defense options. Clan Wolf BSP assets may not be used to interdict Ranger fighters attacking airdropping Clan Mechs (they've both cleared the sky to reduce midair collision risks, and are screening the DropShips against Ranger air attack).
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 10 units from the OPFOR.
2) Prevent MORE than 5 Wolf Primary OFPOR units from ending the game either off-board (via the northern board edge), or in a valid scoring position at the end of the game (as described in OPFOR Victory Objective 2).
3) End the game with at least 2 allied units still on board and capable of spending MP.
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 8 Ranger units.
2) Either exit the northern board edge with, or end the game within 4 hexes of the northern board edge (while capable of spending MP) and with no active Ranger or Ranger-allied units within 4 hexes, at least 6 Wolf Primary force units.
3) Force the attached allied units to retreat off-board.
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 ignore any ejected Ranger or Allied MechWarriors in this scenario. This applies unless a Ranger or Allied BattleMech pilot has scored at least 2 kills during this scenario and has THEN ejected; in which case the Wolf forces will attempt to capture the pilot, unless another hostile 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.
3) Each time an Allied Mech is destroyed or its pilot killed, the other Allied units may flee. The Local CO must make a Leadership check TN 8 (+1 for every Allied unit destroyed) during the End Phase of the turn in which the Allied unit was destroyed. The Local CO's Leadership bonus applies to this roll, and the CO may spend Edge. If the Local CO is disabled or killed, his replacement must make checks, beginning at TN 9 (+1 increasing as normal). If this check fails, during the following turn, Allied units MUST move towards the closest board edge, unless that movement would put them within 5 hexes of a Clan unit (in which case they move along the edge of that zone to the best of their ability). The Local CO may make additional checks in future End Phases to "rally" the Allied units, but failing 3 checks in a row, or the Local CO's Mech being disabled/killed while the Allies are in the "fleeing" state, indicates they will not stop under any conditions. Fleeing Allied units will exit the board once they reach the board edge.
4) Wolf Clan Mechwarriors will not ordinarily use zellbringen, though they will not make physical attacks (they may use the Dodge SPA). As a GUIDELINE, Wolf Warriors will not combine fire from more than 2 Mechs on a single target, including if only a single target is viable during a turn. Only Wolf Clan MechWarriors with a Bloodname have the option to ask for duels, and will only make a duel challenge against an enemy MechWarrior who has scored at least 1 kill during the game, and who is within their LOF at the beginning of weapons fire. The primary exception to the prohibition on combining fire is if a duel is broken via use of combined attacks by Ranger players (example below). In that case, Wolf Clan Mechwarriors will combine fire to the best of their ability on the interfering unit. Finally, a Ranger player who wins a duel with a Bloodnamed Clan MechWarrior gains +1 bonus XP for the victory.
Example: Star Commander Olivia Kerensky is dueling a Ranger Marauder. While she is dueling that Mech, other Wolf forces may not fire on the Marauder. During the duel, a Ranger Panther fires at Olivia's Mech. The turn after the breach of the duel, ALL Wolf Mechs, to the best of the abilities of the players controlling them, should attempt to combine fire on the Panther with poor decision-making capabilities.