EAST

WEST
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. The Star of OmniMechs deploys anywhere desired in Zone H-1, according to standard Hidden Unit rules.
Ghost Bear Reinforcements: Enters anywhere desired along the east edge of the Map on an unknown Turn sometime after Turn 3. 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.
Ghost Bear Reinforcements #2: A second Ghost Bear star of medium-weight second-line Mechs may or may not enter the board during this game.
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. Maybe someone attacked an airbase recently. They have 14 total points of BSP available, but must only select “light” air attack and defense BSP options.
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 8 units from the Primary OPFOR, and 3 total units from any reinforcement group.
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) Ensure that as many civilian units survive the scenario as possible. To survive the scenario, the civilian unit must end the game on the Western mapsheets, not within LOF to more than 1 Clan unit, and must be capable of spending MP. Any civilian unit which exits the Western map edge automatically qualifies as “survived”.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 8 attacking units, at least 3 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 8 Primary OPFOR units destroyed, crippled, or rendered incapable of spending MP.
3) Destroy or render incapable of spending MP at least 6 civilian units.
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 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 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.