NORTH

SOUTH
MapsLakes....................Scattered Woods................Heavy Forest 1
Rolling Hills 3.........Woodland.........................Open Terrain 2
Lake Area.............Open Terrain 2 New............Open Terrain 1
DeploymentGhost Bear OPFOR: You MUST deploy exactly 2 Mechs within 2 hexes of each Red Star Hex. You MAY deploy up to 1 Mech within 2 hexes of each Red Diamond Hex. You need not maintain Star coherency; Mechs from different Stars may deploy alongside the same Red Star hexes. At least 4 Mechs of the first Star (Warhawk - Gladiator) must deploy on the northern 3 mapsheets.
Ghost Bear Reinforcements: Enters anywhere desired along the north edge of the Map on Turn 5. No more than 2 units may enter on the same mapsheet, and there must be at least 6 hexes separating units moving onto the map.
Ranger Forces: Enters the board on Turn 1. Each lance enters through a different Blue Zone (R1-R4).
Ranger Reinforcements: Enter the board on their initiative on their appropriate turn, though their choice of Zone R3 and R4.
Uplink Zone: Deploys during the End Phase of Turn 1, randomized between Woodland Hexes 0113 and 1513. It then immediately drifts 2d6 hexes (see Miscellaneous #4, below).
Environmental ConditionsNone
Battlefield SupportRangers: The Rangers have 28 points of battlefield support available to them, which may be allocated to both air attack/defense missions, and artillery.
Clan Ghost Bear: Ghost Bear forces have 26 points of battlefield support available to them, which may be allocated to air attack/defense missions only. Additionally, prior to the start of the game, Ghost Bear forces may secretly elect to spend 8 BSP to attempt to air-drop one additional Star (5 points) of 3 Gunnery, 3 Anti-Mech, Small Laser Elementals (from Kirghiz C ASFs); this air-drop attempt may be intercepted by 2 Heavy Air Defense missions; both rolls must succeed to stop the drop, and the Base Target Number for each attempt is a 9 (modified to 8 for Elite Gunnery). Ground Fire has no effect on the drop attempt. As the drop takes place during the Weapons Fire Phase, ground attacks may not be made against the dropping Elements. Dropped Elementals will automatically land in the Movement Phase of the turn after their drop with a +3 TMM, and will always scatter 1d6 hexes exactly as though they were a missed level-bombing attack.
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 7 units from the Primary OPFOR.
2) The liaison and at least 2 units of Jazz Lance must survive the scenario in a state capable of spending MP without requiring a PSR.
3) Score 5 successful uplinks with the satellite, and ensure that at least 2 of the units who scored uplinks survive the scenario (only 1 is required if only 1 unit performed the uplink).
*uplink must be successful for scenario victory
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 8 attacking units, at least 3 of which must be Mech units from Jazz Lance and at least 1 of which must be from the liaison.
2) Suffer no more than 7 Primary OPFOR units destroyed, crippled, or rendered incapable of spending MP.
3) Prevent the Rangers from achieving their satellite objective.
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). Civilian vehicles and infantry may not flee the battlefield.
2) OPFOR MechWarriors will ignore any ejected Ranger MechWarriors in this scenario. OPFOR Elementals will fire on ejected MechWarriors using AP weapons only (Range 1/2/3), unless there is a Ranger Mech unit within 9 hexes and LOF.
3) Ghost Bear units do not generally recognize zellbringen against mercenaries, and will fight and combine fire as though they were not Clan forces, but make a note of #5, below. If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type.
4) Satellite Uplink
-During the End Phase of Each Turn, the Satellite Uplink Zone will drift 2d6 hexes in a random direction (use the Fall Direction Table). If the Zone drifts off-board, it will loop around to a matching position on the opposite side of the board. The Local CO may spend Edge to reroll either the drift distance or direction.
-To establish an uplink, a unit must be inside the Uplink Zone, and may not declare weapons fire or physical attacks that round (it may use Defensive SPAs such as Dodge). Correctly establishing the uplink requires a Skill Roll with a base TN of 8. The following bonuses or penalties apply to the roll, and Edge may be spent:
=Bonus: your choice of the Administration Skill, or the Career/Soldier skill, or a flat +1 if your Piloting Skill is a 3 or lower.
=Penalty: the uplinking unit's base Attacker Movement Modifier, unmodified by equipment or SPAs, up to a cap of +3.
=the presence of a functional Active Probe or the Improved Communications Quirk allows the link to be automatically successful; no roll need be made (the unit may not fire or make attacks that turn)
5) OPFOR Scenario Conduct
This type of scenario is extremely prone to "gaming" by the OPFOR players who necessarily have access to more information than their in-game counterparts. The Bears should not even be aware of the satellite uplink zone's location. As such, the following guidelines are in play, and may be modified on the spot by the GM.
-OPFOR players may not move more than 1 unit into the Uplink Zone each turn (if the Zone moves on top of you, that's not moving a unit into the zone).
-OPFOR players may not combine fire from more than 2 total units on any single Ranger unit within the Uplink Zone.