MISSION DATE CORRECTED
NORTH
SOUTH
Maps
Foothills 1...................Scattered Woods..........Open Terrain 3
Hilltops 1....................City Suburbs................Grasslands 3
Lakes........................City Residential.............Open Terrain 2
City Skyscraper..........City Downtown..............City Downtown
DeploymentLyran Alliance Forces: Simultaneously with Ranger deployment, deploy all Mechs and Vehicles start anywhere desired in the Green Zone. Units may deploy on top of, but not into, buildings, as long as the unit is capable of moving to that location.
Base Turrets: Prior to any and all Wolf or Ranger deployment choices, turrets may deploy onto any hex marked with a Blue Star.
Wolf Primary OPFOR: Prior to deployment, secretly determine - AND WRITE DOWN - board entry points. One Star (5 Mechs) may enter through any of Zones Red A, B, C or D. These Mechs enter the board on their initiative on Turn 1.
Wolf OPFOR #2: Deploy while Wolf Clan Primary OPFOR is determining deployment. Must deploy within 2 full hexes (inclusive) of the north-south centerline of the northern three mapsheets (ie, a screening force for the Nagas).
Wolf Artillery Force: Enters the board on their initiative on Turn 1. No more than 3 Nagas may enter through either Zone Red 1 or Red 2.
Ranger Forces: Deploys after Wolf Clan pre-game deployment and board entry choices. Each Lance may deploy into any of Zones Blue 1-8; no more than 1 lance may deploy into any Blue Zone.
Wolf Reinforcements: Wolf reinforcements enter the map through through any of Zones Red A, B, C or D on their selected turn.
Ranger Reinforcements: At GM's spot option based on attendance (mission currently supports ~12 participants; 5 PCs + 1 Lyran & 6 OPFOR), Rangers may deploy 1 lance of reinforcements from the Training role. Training units do not deploy with loaded ammunition (ammo bays are empty for purposes of critical hits). Reinforcements enter the board anywhere on the southern map edge on their designated turn.
Environmental ConditionsNone.
Battlefield SupportNo BSP is available for this scenario.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Prevent the Wolf Clan Objective 2 from successfully occurring.**
3) End the game with at least 1 allied unit still on board and capable of spending MP.
**If the building is destroyed, the mission is at best considered a draw
OPFOR1) Destroy, or render incapable of spending MP, all Lyran Alliance defending units, including turrets, Mechs, and Vehicles.
2) Identify the target building, and cause its collapse with your deployed artillery units.
3) Suffer no more than 8 total Mechs from the Primary OPFOR rendered incapable of spending MP by the end of the game.
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.5) Target Building. The target is a multi-hex Hardened building on one of the southern three mapsheets. Clan Wolf forces (from any OPFOR group) must identify the target building by moving adjacent to it, without spending Running or Jumping MP, and surviving (conscious) until the End Phase of the turn. The building is then identified. Units with Active Probes may ID the building while using Running Movement. Once the building is identified, any Naga which is located in the Red Zones of the Hilltop or Grasslands 3 Map may fire at the structure. The target number to hit the building is "Gunnery + Attacker Movement + 5". Due to lack of spotting training, if there is a Clan Mech which is stationary and which has not fired weapons during a turn, which has LOS to the targeted HEX, and which is located within 10 hexes of the building's mapsheet, that Clan Mech may spot for artillery fire, granting an additional -2 to hit bonus to the Clan Mech.
6) Solahma. Even in Clan Wolf, Clan artillery pilots are the old and dregs of the Clan, and operate under strictly limited rules of engagement. They may not fire their Arrow IVs until they have entered their designated fire zone (the Red Zones of the Hilltop or Grasslands 3 Maps), and they may not target their Arrow IVs at enemy BattleMech forces regardless. The only time a Naga may fire an Arrow IV system at an enemy BattleMech is if that BattleMech has
destroyed successfully attacked another Naga (or rendered the Naga incapable of spending MP) by use of a BattleMech physical attack. This dezgra action opens that enemy BattleMech up to being targeted by Arrow IVs in a strictly direct-fire role. Non-artillery weapons on the Nagas may be fired at the pilot's discretion.