Rob, Please generate mission and send spa's to Deadly.
NORTH
SOUTH
Maps:Woodland...........Scattered Woods.......Open Terrain 1
Open Terrain 2....City Residential........Grasslands 1
Rolling Hills 2......Woodland................Open Terrain 3
DeploymentPrimary OPFOR: Deploys first. 2 Mechs must deploy into each of Zones Red C and Red G. 1 each of the remaining 6 Mechs deploys each into Zones A, B, D, E, F, and H. The Elemental points deploy on foot anywhere in zones B, D, E, and F, but no more than 2 points per zone, and they may not deploy within 3 hexes of any building.
Ranger Forces: Deploys within 5 hexes of the western map edge, but no more than 4 units may deploy onto any single mapsheet.
Environmental ConditionsDawn: Add +1 to all weapon attack TNs for the first 8 turns of the game.
Battlefield Supportnone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 4 total OPFOR units
2) Jazz Lance must remain at 50% strength or better, and at least 1 ally unit must not be destroyed, rendered incapable of spending MP, or crippled.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 3 Ranger units.
2) Destroy, cripple, or render incapable of spending MP, or induce to flee off the board, at least 3 ally 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). Convoy units may only exit from the southern board edge.
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.
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, only against a unit in at least their own weight class, 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.