NORTH

SOUTH
MapsHilltops 1.......................Scattered Woods........Foothills 1
Rolling Hills 3................Lake Area..................Desert 1
Rolling Hills 1 New........Mountain Lake...........Foothills 2
Ghost Bear OPFOR deploys first.
Civilian Units
Rangers
DeploymentGhost Bear OPFOR: The star of Standard BattleMechs and the Vehicle Group must deploy inside full hexes in Zones B-1 through B-4. No more than 4 total units may depoy into any single zone.
Ghost Bear Reinforcements South: Airdrops from Altitude 3 as desired in Zones DS-1 through DS-4. No more than 3 Mech units may occupy the same Zone. OPFOR players have 30 seconds to deploy Mechs; any Mechs not deploy automatically scatter with an MoF of 5. Direction of travel is east-to-west, with West Hex being “1” for purposes of scatter. Elementals may drop into any desired zone at will, but may not drop attached to OmniMechs.
Ghost Bear Reinforcements North: Airdrops from Altitude 3 as desired in Zones DN-1 through DN-4. No more than 3 Mech units may occupy the same Zone. OPFOR players have 30 seconds to deploy Mechs; any Mechs not deploy automatically scatter with an MoF of 5. Direction of travel is east-to-west, with West Hex being “1” for purposes of scatter.
Ranger Forces: May deploy anywhere desired along the western edge of the mapsheet, up to 7 full hexes in from the board edge. Lances are deployed 1 at a time in an order of the Local CO’s choosing, but all members of a Lance must be deployed entirely within a 5 hex radius (deploying 1 unit in Hex 0616 of the Mountain Lake Map would mean that the furthest away another unit of that lance could deploy would be Hex 1512).
Civilian Units: Deploy anywhere desired inside of full Hexes in Zone C-1 (behind the center map fold, in a row 4 hexes deep).
Environmental ConditionsNone
Battlefield SupportRangers: The Rangers are extended to intercept and escort the civilians back to safety. Therefore, they have no access to artillery, and have a total of 18 points of BSP available for air support of any desired type.
Clan Ghost Bear: Ghost Bear forces have no access to artillery, and have only light air units available for unknown reasons. They have 14 total points of BSP available, but must only select “light” air attack and defense BSP options.
Victory ConditionsRangers1) Survive. Escape, if you can.
OPFOR1) Destroy the Numenorean Rangers
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). In scenario, a Ranger, Allied, or Civilian unit may move off of the Western Board Edge as a part of their normal move without spending 1 turn stationary, but the movement to leave the board (that is, moving the 1 hex from “board edge” to “offboard” requires a flat 4 MP of any type (this is total, no other terrain or modifiers apply).
2) OPFOR MechWarriors will target any ejected Ranger MechWarriors in this scenario using flamers, MGs, Apods, or small lasers only; if a Ranger Mech is in LOF, that Mech must be the primary target, but the MechWarrior is a secondary target. 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 within 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.