NORTH

SOUTH
MapsMines 1....................Forward Base...............Lake Area
River Valley...............River Commcenter.......Streams
Large Mountain 1.......Grassland 1.................Open Terrain 3
DeploymentDeploy Base Turrets and Civilian Units
Ranger units determine board quarters
OPFOR Mech units deploy
Allied Mech units and optional Ranger Lance deploy
Base Civilian Units: Mech units must deploy on an "H" (helipad) hex on either the River Commcenter or Forward Base map. The other civilian units must deploy in clear terrain adjacent to a building (not wall or turret) hex on either of the same mapsheets. Note that civilian vehicle units can deploy adjacent to a wall or turret hex, but only that a wall or turret hex doesn't qualify as a building.
Base Turrets: Base turrets are placed on Turret hexes anywhere desired on either the River Commcenter or Forward Base maps.
Ghost Bear Primary OPFOR: The Standard Mech and the Elemental Star must deploy in clear terrain inside the INNER walls of the River Commcenter (the area described by walls with hexes 0608 and 0609 as the exit). The other two OmniMech stars must deploy into one of the following configurations:
Red A-C
Red B-D
Ghost Bear Force #2: The OmniMech Star can deploy into any of Zones Red 1, 2, or 3. If the OmniMech Star deploys into Red 1, the other star MUST deploy into Zone Red 3.
Allied Forces: Deploys on the board prior to Turn 1, entirely in any blue zone.
Ranger Forces: Enters the board on Turn 1. Each lance enters through a different board quarter. No lance may repeat board quarters, and board quarters must be determined prior to any OPFOR deployment. A maximum of one (1) Ranger Lance MAY deploy alongside the starting Allied Forces, in their designated board quarter, up to 5 hexes in from the west board edge.
Clan Ghost Bear Reinforcements: Reinforcements enter the battlefield anywhere desired along the east board edge, on a turn determined by both the GM and the number of players at the table. This will not be before Turn 4.
Environmental ConditionsLight Urban: All Buildings have standard CF for their type, and check for basements as normal. Wall and Turret hexes have only 100CF instead of 200 CF. Only hexes marked "Paved" will incur skidding checks. All other hexes which look like "pavement" on the board is actually perforated steel plate (Marston Mat) and packed sand, and therefore do not induce skidding checks.
Battlefield SupportRangers: The Rangers have 36 points of battlefield support available to them. No more than 4 total BSP options may be air attacks.
Clan Ghost Bear: As
somebody blew up their supply dumps that hold artillery ammo, Clan forces have no BSP artillery assets. They have unknown air assets, although air assets are most likely minimal.
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 3 units from the Civilian group, at least 8 units from the Primary OPFOR, at least 6 Mech units from OPFOR Force #2, and 3 of the 4 Base Turrets.
2) Both Lancer Lance must remain at 50% strength (of total deployed units) or better, and the FRR units must not be completely rendered incapable of spending MP in this scenario.
*Infantry, Battle Armor units and turrets cannot contest the battlefield, and therefore need not be entirely eliminated to determine 'clean sweep' status.
OPFOR1) Destroy, cripple, or render incapable of spending MP, at least 10 attacking units, at least 3 of which must be Mech units from Lancer Lance and at least 4 of which must be from the FRR Allies.
2) Suffer no more than 2 units destroyed, crippled, or rendered incapable of spending MP from the Civilian group, no more than 7 units from the Primary OPFOR group, and preserve at least 1 functioning Base Turret.
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).
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.
4) Civilian infantry and vehicle units may not move into building or wall hexes, though they may move on top of buildings if movement allows.