NORTH

SOUTH
Reminder that there is no Walk Speed limitation on the first Ranger Reinforcement Lance, but having a lance that can chase down civvies will probably help.
MapsOpen Terrain 2 New.......Lake Area.............Streams
Classic BattleTech..........Lakes.............Woodland New
Open Terrain 2.............Foothills 1........Woodland New
Open Terrain 3.............Foothills 2........Grasslands 3 <--HALF MAPS
DeploymentPrimary OPFOR: Each Star may deploy as desired, within 4 hexes of a Red Star Hex. No more than 1 Star may deploy within 4 hexes of a Red Star Hex.
OPFOR Local Forces: Local Force Turrets must be placed on elevated (level 1+) terrain on the northern half (including half-hexes; Hex 0804 on the Lake Area map is legal) of the northern mapsheets (Open Terrain 2, Lake Area, Streams). They may be placed in a woods hex and do gain the cover bonus from the woods. Local Force infantry may deploy anywhere on the northern half of the northern mapsheets.
OPFOR Reinforcements 1: Enters on Turn 3 anywhere desired along the north board edge
OPFOR Reinforcements 2: Enters on Turn 5 through the Eastern Edge of ONE of the Woodland Mapsheets.
OPFOR Reinforcements 3: Enters on Turn 8 through the Eastern Edge of the OTHER Woodland Mapsheet.
Ranger Forces: Up to 1 Ranger Lance may deploy into each of the 8 Blue Zones. The liaison may deploy with any Ranger Lance, but must share a deployment zone with a Ranger lance.
Ranger Reinforcements: Rangers may deploy two lances as reinforcements. The first Ranger reinforcement lance must enter the board through the blue-marked zone on the Western Edge of the Classic BattleTech map. The first lance enters on its initiative on its designated turn (normal reinforcement turn, -2, to a minimum result of Turn 2). The second lance enters on its initiative on its designated turn, anywhere desired along the SOUTH edge of the map, but all units of that lance must enter through the same board quarter zone.
Civilian Units: Civilian Units deploy within 3 full hexes of the south edge of the map, in 2 groups of 3 and 1 group of 2. Each group must deploy on a different mapsheet, all members of a group must deploy within a 5 hex wide area, and no group may deploy within 8 hexes of any member of another group.
Environmental Conditions:None
Battlefield Support:Rangers have a total of 6 BSP air attack sorties, of which at least 2 must be Light, available for this scenario. These sorties must still be assigned to owned ASFs as normal, and if insufficient ASFs of a type are available, the sorties are lost (ie, no light ASFs in inventory = Light air attacks are lost)
Jade Falcons have no battlefield support for this scenario.
Victory ConditionsRangers1) Destroy, cripple, or render incapable of spending MP, at least 6 civilian units, AND prevent any civilian units from moving to within 5 hexes of the north map edge and ending that turn in a condition capable of spending MP, by the end of Turn 12.
2) Destroy, cripple, or render incapable of spending MP via combat damage, at least 8 Primary OPFOR units and both artillery turrets.
3) Suffer no more than 3 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Fire Lance (any deployed units), Liaison
OPFOR1) Move at least 1 civilian unit to within 5 hexes of the northern map edge, and that unit must remain capable of spending MP by the end of the turn it arrives there.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, some combination of 3+ units between the following forces: Fire Lance (any deployed units), Liaison
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 and Turrets will ignore any ejected Ranger or Allied MechWarriors in this scenario. Local Force infantry will attempt to capture ejected pilots.
3) Ranger units may not fire on Civilian Units if there is a Falcon unit which is a) closer, and b) in between the firing unit and the Civilian Unit. In the event of a tie for distance, the Civilian Unit may be fired upon.
4) Jade Falcon Clan Mechwarriors will now fight completely freely and without restraint against all units, save for declaring physical attacks. If at least 3 Falcon Mech units from Primary OPFOR or the Reinforcement group are crippled or destroyed as a result of either physical attacks or artillery, Falcons will be allowed to make physical attacks beginning in the next turn after the 3rd Mech is crippled/destroyed.
GM NOTE:
Turn duration was extended from 10 turns to 12 when it became apparent that achieving the objective was - practically speaking - impossible for the civilian units based on the map size.