NORTH

SOUTH
MapsDesert Airbase 1.......Desert Airbase 2.........Badlands 1
Desert Runway.........Oasis...........................CityTech
Mines 2.....................Forward Base..............CityTech
Buildings are not listed on the CityTech mapsheets intentionally; the Type and Location of the HVT is known and will be shared with PCs during pre-game, but this ensures the OPFOR cannot game the location.
SPECIALThis scenario is limited by both IRL time limit and in-game turn limit. Please be prepared for this game to potentially last until 6pm. All players will be required to move more quickly than normal; expect a ~90-second move clock for all units you control. That means that CO should not overload slow players, or players who are not comfortable with non-Mech units, during their unit selection. Likewise, this will also mean that I will be MUCH more aggressive about people being away from the table when not moving or on deck. To be clear, unless you're GMing, you may not pull up chairs at the map table this scenario. Sit at a folding table instead. I will also be a lot more aggressive than normal about slow-playing weapons fire, and may cut off weapons fire before everyone is done if it's taking too long to resolve, so watch out for creating 8-unit-on-1 firing phases. In general, please come to this game with your shit together and be ready to play, with somewhat less side talk and socializing than usual. This is a hugely deadly scenario, for reasons which are revealed below, so it's in your best interest to keep things moving, and I expect people to inform me if they encounter an OPFOR player slow-playing semi-intentionally.
DeploymentAny *5* Ranger Lances may be chosen for this mission. Local CO is chosen by Unit CO.
Non-infantry conventional forces (read: tanks) may not deploy in this mission, except for infantry transports.
Infantry conventional forces (battle armor or jump infantry) deploy in the same zone as Local CO.
ALTERNATE: Infantry conventional forces nominated by the Local CO may enter the battlefield riding Allied transports, as per Allied deployment, below. Infantry must be nominated at least **1 IRL week** prior to the game to allow for transport assignment and miniature sourcing.
All Ranger DZs must be chosen before any deployment occurs
Ghost Bear OPFOR #1: Deploy 5 Mechs into each of zones B-A and B-B, full hexes only. Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone. Battle Armor may NOT begin the game mounted on Omni units.
Ghost Bear OPFOR #2: Deploy 2 Mechs into each of zones B-1 and B-2, full hexes only. The fifth Mech may deploy into either zone.
Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone. Battle Armor may NOT begin the game mounted on Omni units.Ghost Bear Reinforcements: Reinforcement Star containing Gavenia Bekker enters anywhere desired along Zone RR on
Turn 3. The second Reinforcement unit enters at a time and place determined by the GM, and may not deploy at all.
Ghost Bear Local Force: Deploy turrets as desired onto any Red Star hex. No more than 2 Turrets may be deployed onto any single mapsheet.
Ranger Forces: Ranger forces will airdrop onto the board prior to the game, making PSRs as the rules require. Turn 1 begins with the Ranger forces having landed in their designated hexes and free to move normally. 1 Lance each may airdrop into Zones D-1 through D-6, into full hexes only.
Allied Units: If used, these enter anywhere desired along the south edge of the map 1 Turn after being requested by the Local CO. This is a Movement Phase declaration made after initiative but BEFORE movement begins; therefore, a declaration on Turn 1 would result in a Turn 2 table entry.Environmental ConditionsDawn (short): +1 to hit with all weapon attacks for the first 4 turns of the game. Searchlights have no effect on this modifier; the All-weather SPA and Night Vision Trait will offset it.
Munitions Storage: Each time a building hex is destroyed by BattleMech weapons fire, the GM will draw a card from a pre-set deck of 6 Black and 2 Red cards. A red card results in an explosion that resolves as though it was a Sniper artillery round which also deals 10 heat to any Mech unit caught in the blast radius. This explosion will deal doubled damage to any surrounding building hexes, which may also explode if they are destroyed. When a full building collapses, a single card is drawn; if the card is red, treat all remaining non-collapsed building hexes as though they were the center of a Long Tom artillery hit (remaining building hexes therefore incur a R2 explosion of 20/10 damage around the remaining perimeter of the structure). This explosion deals 10/5 heat to any Mech units in the R2 area, and does not count towards the “external heat” cap.
Any unit in the epicenter hex of ANY of these “artillery” hits takes normal artillery damage to the front arc AND normal artillery damage to the rear arc in clusters of 10 damage, plus gains +15 heat, which does not count as “external” heat. Thusly, should a red card be drawn, a Mech in Hex 409 when the single hex collapses, takes 20 damage to each the front and back, plus 15 heat. A Mech in or on Hex 408 when the entire bulding collapses takes 30 damage to each the front and back.
Time Limit: The Rangers are making a deep, unsupported attack right next to a major Bear staging base. At a predetermined time, Ghost Bear heavy forces will enter the area. 10 Dire Wolf Primes, each with 2/4 pilots, will enter the board from the eastern board edge on that turn, placed by the GM. These units may fire normally, but will not fire a combination of weapons which generate more than 8 net heat after dissipation. That will constitute the final turn of the game. After the End Phase of that turn, each Ranger or allied unit which is not within 3 hexes of the southern map edge will suffer the following damage groupings:
Eastern Map column, hexrows 1500-0800: 5d6 10-point damage groupings
Eastern Map column, hexrows 0700-0100: 4d6 10-point damage groupings
Center Map Column, hexrows 1500-0800: 3d6 10-point damage groupings
Center Map column, hexrows 0700-0100: 4d6 5-point damage groupings
Western Map Column, hexrows 1500-0800: 3d6 15-point damage groupings
Western Map column, hexrows 0700-0100: 2d6 5-point damage groupings
If the unit survives this damage, it is then considered to have been evacuated from the board. Pilots who remain behind will be automatically executed as war criminals; PCs who remain behind may burn 2 points of Edge to survive (1) and escape to friendly territory (1), and while they take no pilot hits must still make a Major Injury check to represent their escape.
Surprise Attack: Each OFPOR Mech, Battle Armor point, or Turret must roll a 5-6 on 1d6 to move or attack during Turn 1. This die is rolled during that units initative phase on Turn 1. OPFOR Battle Armor may bypass this roll, if their declared action is to board an Omni unit. Edge may be spent on this roll. Units which may not move are not considered immobile.
Defenders: Ghost Bear forces may not declare an attack or movement action which would, if carried out successfully, result in CF damage to a building. The only exception is declaring weapons fire against an Ranger unit inside of a building which has fired at a unit outside the building.
Battlefield SupportRangers: The Rangers have no BSP available.
Clan Ghost Bear: Ghost Bear forces have no BSP available.
Victory ConditionsRangers1) Collapse at least 4 buildings (contiguous non-wall hexes) on the Forward Base Mapsheet.
2) Locate and extract the HVT. The transport carring the HVT must exit the south board edge, and is not required to spend 1 turn on the board edge to do so.
ALTERNATE
2) Locate and kill the HVT via building collapse (reduced mission payout: 41,283,000 CB). See MISC #4, below.
ALTERNATE
2) Locate and kill the HVT via targeted infantry assault (standard mission payout). See MISC #4, below
ALTERNATE
2) Locate and kill the HVT, via targeted infantry assault, and make an example of the body (increased mission payout: 75,685,500 CB). See MISC #4, below.
SPECIAL) Rangers are not permitted to engage in widespread civilian casualties. Killing civilians will incur penalties on the Rangers from their employer, including but not limited to: reduced mission payout, minor contract breach, major contract breach, blacklisting, being declared outlaw/pirates. The degree of punishment will be determined after the fact based on the circumstances of the mission and the degree of anti-mercenary bias present in the responsible case officer.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 10 attacking units
2) Prevent the Rangers from doing whatever the hell the freebirths are doing
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). Ranger and Ranger Allied units may move off the SOUTH map edge freely during this scenario, without requiring a 1 turn delay.
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. Ghost Bear units will not fire at grounded transport units unless those units fire at them.
4) HVT
-Locating the HVT
-Rangers are informed as to the location of the HVT. OPFOR is not. Rangers must confirm the HVT’s presence via PSR during the End Phase from an active Ranger battlefield unit adjacent to the bulding at a +2 penalty (plus any applicable Light condition penalties), or via an an active Ranger battlefield unit adjacent to the bulding at no penalty if the unit has any sort of Active Probe (Electronic Wizard SPA has its normal effects). Alternatively, an infantry unit on the correct floor of the building will automatically confirm or deny the presence of the HVT as long as they are not engaged in active combat with another infantry unit.
-Extracting the HVT
The HVT can be extracted by an infantry unit on the same floor as the HVT. The infantry unit must make a Gunnery check at a +4 penalty, applying no other modifiers. A success captures the HVT. A failure is no result, but a roll of snake eyes results in the death of the HVT. The infantry unit can then move back to their transport and must exit the board for the extraction to be completed. The destruction of the transport with the HVT onboard will fail the mission, as the kill confirmation becomes impossible.
-Killing the HVT
The HVT can be killed on one of two ways:
1) Collapsing the building via damage. Collapsing the building will automatically kill any infantry unit in the building, including the HVT. If this is done, the kill must be confirmed, or the mission will automatically fail. Confirming the kill requires an infantry unit in or adjacent to any building hex. During the End Phase, roll 2d6 for each infantry unit which performs this action and which doesn’t fire at an enemy unit; on a roll of 10+, the kill is confirmed.
2) Targeted killing via infantry. An infantry unit on the same floor of the building as the HVT may attempt to kill the HVT. Make a Gunnery check at a +2 penalty, applying no other modifiers. Success kills the HVT. A failure automatically deals standard damage to any other non-Ranger infantry unit occupying the HVT’s floor, or an adjacent floor (determined randomly). A roll of snake eyes sets the building on fire, dealing normal damage to every infantry unit in the building each turn.
-Exhibiting the body
The HVT’s body may be strung up as per the request of your employer, making reference to the villains of humanity’s past. This requires the infantry unit which has either captured or killed the HVT to exit the building and make their way to Level 0 Clear terrain. There, they must spend 1 turn stationary to locate a suitable street light or bridge truss, and during that End Phase they will complete the unsavory task.