NORTH

SOUTH
MapsCity Observatory Hill...........Dropport 2
City Skyscraper..................City Shopping District
City Park District................City Skyscraper
DeploymentGhost Bears choose Advanced deployment zones
All defending units deploy.
Ghost Bears deploy in Advanced deployment zones
Game starts
Ghost Bear OPFOR: Mechs are listed by stars; the 1st 5 Mechs on the list constitute one star. Two stars must deploy into Advanced Deployment Zones A3 and A4 (one star each; the zones are 4 hexes deep); the stars in each zone are determined before any defender deployment occurs. After defender deployment, deploy into A3 and A4. The other 2 stars will enter through zones O1 and O2 on their initiative on Turn 1 - all units in a star must enter through the same zone, but the zone for each star need not be chosen until a unit is moving onto the board.
Ghost Bear Reinforcements: Prior to game, determine which reinforcement point will be used. Either ALL reinforcement mechs enter through hex OX2, or else the reinforcement units may enter anywhere desired in zone OX1. Reinforcement units enter the board on Turn 5.
Ranger Forces: At least 3 Lances MUST deploy into zones R1-R4, one lance per zone. Up to one lance may deploy into zones RF-1 and RF-2, and up to one lance may deploy into zones RA-1 and RA-2.
Ranger Reinforcements: Reinforcement lances - if any - will deploy on the board in zone RR (3 hexes deep), but may not leave that zone until a future turn.
Environmental ConditionsDawn: Turns 1-8 apply a +1 to hit modifier for weapons fire. Searchlights have no impact on this modifier, but SPAs which reduce weather modifiers do.
War-torn World: Some buildings on the two Skyscraper maps will start the game already reduced to rubble.
Pavement Problems: Any hex which LOOKS like a road, is a road, and therefore Paved. This includes all grey hexes on the skyscraper maps, and all black hexes on the City Mappack mapsheets. The light grey hexes on the City Mappack mapsheets are clear terrain and not Paved. ALL Black DropPort hexes are considered Pavement, so as to link up with the paved half-hexes of the Observatory Hill sheet to its west.
Poor Copy-editing: Any building hex without a listed CF is a Heavy CF 90 building. Any building hex cut in half by a mapsheet edge is considered clear terrain and not a building hex.
A Line in the Sand: Your employer wants you to take not one step backward. Also, something about picking up the SRM launcher and shooting when the man in front of you falls. Regardless, any Ranger Unit deployed in zones RF-1 and RF-2, may NOT end their movement to the north of Zones R1-R4. This limitation applies solely to Ranger units in advanced positions, and not to any Ranger Unit which deploys into any other zone. Failure to heed this limitation will apply a Minor Contract Breach to the Rangers.
Battlefield SupportRangers: The Rangers have 20 points of battlefield support available to them, 8 points of which is allocated to both air defense missions, and to non-bombing air attack missions. The remainder is allocated to any desired mix of illumination artillery or artillery-delivered standard conventional minefields only (artillery minefields cost BSP as per Minefield Support, but are fired during gameplay and "hit/scatter" against their target hex using standard artillery rules; any artillery piece may fire any minefield density). Minefield ammo, if desired, is supplied by your employer.
Clan Ghost Bear: Ghost Bear forces have 28 points of battlefield support available to them, 12 of which may be allocated to air attack/defense missions only. The remainder may only be spent on Arrow IV HE missile artillery, priced and resolved exactly as Sniper attacks (these are not Copperhead rounds and do not benefit from TAG, though they DO benefit from the Forward Observer SPA).
Additionally, prior to the start of the game, Ghost Bear forces may secretly elect to spend 8 BSP from either of their spending pools 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 Elementals. 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. The airdropping forces may not land to the north of zones R1-R4 (no, you can't drop Elementals within 1 hex of the north edge and immediately declare victory - I see you trying to cheese the scenario).
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 10 units from the Primary OPFOR.
2) The liaison and at least 2 units of Ereschuld Lance must survive the scenario in a state capable of spending MP without requiring a PSR.
3) Prevent more than 9 enemy units from getting to 4 hexes or fewer of the north board edge
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units, at least 2 of which must be Mech units from Ereschuld Lance and at least 1 of which must be from the liaison.
2) Suffer no more than 9 Primary OPFOR units destroyed, crippled, or rendered incapable of spending MP.
3) Move at least 9 units to within 4 hexes of the north board edge; a unit which does so and survives until the End Phase of that turn in a condition capable of spending normal Walking MP may be removed from the game and kept as a "scoring" unit; a unit so removed may not be claimed as salvage.
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. If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type. If they are NOT in an OmniMech unit, they may elect to make physical attacks as normal.