Map: Solaris VII Factory
Ranger Deployment: Deploy active Mech at least 8 hexes from any ramp hex except for the one marked "37". Deploy Rampage on the ground level inside either Factory building. Note that the Rampage is an active battlefield unit and can move and fire.
OPFOR Deployment: Deploy on any of the 12 ramp hexes, except for the one marked "37".
Environmental Conditions:Light Snowfall: No game effect - does NOT include the effects of -40C (and therefore automatically kill all ejected MechWarriors)
Enclosed Space: Mechs may only leave the battlefield by moving onto one of the ramp hexes on the edge of the board, and following the usual procedure from there.
Old Facility: Use the standard SVII rules for moving into/out of/through the buildings, including only being able to jump onto the edge hexes. However, elevators do not function; you must either jump or use a ramp to access higher levels of the buildings.
Battlefield Support:None
Victory ConditionsRangers:1. Render incapable of spending MP all attacking units
2. Recover the Rampage in salvageable condition at the end of the game
OPFOR:1. Destroy the Ranger Mech
2. Lose no more than 2 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 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) 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.
4) Wolf Clan units want to recover the Rampage. A Wolf unit will not fire on the Rampage unless that Wolf unit has been successfully fired upon or physically attacked by the Rampage. Additionally, they will not fire at the Rampage if another Ranger Mech unit is at equal or closer range and is in a valid Line of Fire.
5) The Mech Tech will surrender the Rampage automatically if the Ranger Mech unit is destroyed and more than 2 locations on the Rampage have taken internal damage. The Rampage's auto-eject system is OFF.