Sorry. I lost my whole weekend.
NORTH
SOUTH
Maps:
Coast 1..........Rolling Hills 2 New..............Open Terrain 2 New
Coast 1..........Open Terrain 3..................Woodland (new)
Seaport.........City Residential.................City Suburbs
DeploymentWolf OPFOR: Secretly select Deployment Zones before Ranger Deployment. Three Mech Stars must deploy onto a separate northern mapsheet, within 4 hexes of the north map edge. One and only one Mech Star may deploy onto an already-occupied map sheet (4 Stars; 3 maps). Units of a Star may not deploy within 4 hexes of a different Star.
Ranger Forces: Deploys prior to Clan Wolf units being placed on the board, after their mapsheet selection. Choose one deployment option: 3 Lances North, 1 South; or 1 Lance North, 3 Lances South. If the former, deploy one lance each into Zones 1-3, and the 4th lance may deploy into any of Zones 4-6. If the latter, deploy one lance each into Zones 4-6, and the 4th lance may deploy into any of Zones 1-3.
Wolf Reinforcements: Wolf reinforcements enter the map from the north board edge on Turn 4.
Ranger Reinforcements: At GM's spot option based on player attendance and late arrival, Rangers may deploy 1 lance of reinforcements. Reinforcements enter the board anywhere on the eastern side of the central or southern mapsheets.
Environmental ConditionsNone.
Battlefield SupportRangers may use up to 24 points of BSP to select aerospace and artillery support options. Artillery attacks may not be targeted on any Mapsheet containing buildings, and destruction of buildings by Ranger artillery constitutes a Major contract breach (-2 to contract score).
Clan Wolf has 16 points of BSP available, which must be spent exclusively on air attack and air defense options.
Victory ConditionsRangers1) Destroy, force the withdrawal of, or render incapable of spending MP, 8 units from the OPFOR.
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.
OPFOR1) Destroy, force the Withdrawal of, or render incapable of spending MP, at least 5 Ranger units.
2) At least 1 unit must move to Zones S-1 and S-2, spend 1 turn stationary in that Zone, and return to one of Zone R-1 and R-2.
3) Either force the attached allied units to retreat off-board, or render all allied units incapable of spending MP.
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.