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Collaborative mission for playtesting - Bunker Assault!

Discuss the official campaign set Paradiso, ITS, as well as user-made alternatives, such as YAMS.
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Collaborative mission for playtesting - Bunker Assault!

by IJW Wartrader » October 11th, 2013, 12:09 pm

Copied wholesale from the official forum because I want as much feedback/playtesting as possible... :)


Sparked by an idea from Warmill and the need for a less directly competitive mission for starter pack tourneys, here's the rough outline of a collaborative mission for two players for the Winter Challenge.
 
It's going to need some playtesting so any feedback gratefully received!
 
 
 
Starter Pack Tourney Bunker Attack!
 
Each player has a 150pt force as per the Starter Pack Tourney restrictions. The two players' forces represent allied teams who have formed a pincer movement to surround a bunker where a vicious pirate is hiding.
 
Players will get points for each defending model taken down, with extra points for the defence drone and the pirate.
  
 
Defending Forces
 
The bunker is defended by:
[s]Ten[/s] Six respawning guards.
A Total Reaction defence drone.
The pirate.
 

The Guards
 
Guard Combi Rifle, Panzerfaust / Pistol, Knife
ImageMOV:4-4 CC:13 BS:11 PH:10 WIP:13 ARM:1 BTS:0 W:1

Guard ARO options:
  • Panzerfaust AROs will be used against any multi-wound model where possible unless there are none revealed on the table in which case they will be used all the time until the shots are used.
  • Combi Rifles will be used in all other ranged situations, they will never Dodge.
  • The reactive player chooses the targets if there is more than one active model.
  • Against camo roll a die for each model, they will Discover on an odd number and hold/Shoot on an even number.
  • The guards cannot crit because they're redshirts.
Respawning
 
Each defending guard will be removed from the table as soon as it falls Unconscious, Dead or Immobilised. At the end of the player turn it will reappear on the table as a new model with full ammo etc. 
 
The active player can place each respawning guard anywhere outside the two player deployment zones outside of combat. After placing each model, roll for dispersion against their PH10.
 
Alert Status
 
As soon as any player model or marker enters the bunker the guards go into red alert. From this point on, at least half (rounded up) of the respawning guards each turn must try to spawn in the bunker.
 
 
The Drone
 
Drone HMG / Electric Pulse
ImageMOV:6-4 CC:13 BS:11 PH:8 WIP:13 ARM:0 BTS:-3 STR:1
ImageTotal Reaction, 360˚ Visor
 
The drone will always fire in ARO instead of dodging unless it is in combat when it will use Electric Pulse. The reactive player chooses the target if there is more than one active model.
 
 
The Target

Pirate Contender, DEP / EXP CCW
ImageMOV:4-4 CC:18 BS:13 PH:11 WIP:13 ARM:2 BTS:0 W:1
ImageSixth Sense 2 (he's a bit twitchy by now), 360˚ Visor
 
The pirate's AROs are the same as the guards - use the DEP against any heavy targets then use the Contender.
 
Deployment & Initiative
 
Defending forces will be deployed by the organiser before the game starts. The bunker will be placed in the middle of the table. It is infinitely tall and AD troops cannot land in or on it. Holes can be blown in the walls (remember that models with Mines get D-Charges instead). The walls have ARM10 and each wound inflicted by DA or EXP ammo will open 1" width of breach.
 
Players will roll for initiative and then deploy normally with the following restriction - no player model, marker or equipment can be deployed within the bunker at the start of the game. Any dispersion that takes a model into the bunker will stop outside.
 
 
Player Interaction
 
'Enemy' player models cannot be attacked or charged, they count as friendly.
In the reactive turn any regular ARO can be declared as long as it's not an attack on the other player's models.
 
 
Game End
 
The game ends at the end of the fourth game turn or at the end of any player turn where that player started the turn in Retreat.
 
 
Scoring
 
One point per guard 'kill'.
Five points for making the Reaction Drone Unconscious, Dead or permanently Immobilised/Disabled.
Ten points for killing the pirate.
 
 
Designer Notes
 
The bunker can be an Objective Room or similar scenic item, I'm looking at using 12x12' Space Crusade tiles as well as the multiple rooms will add extra difficulty in getting to the target.
 
The guards are basically Alguaciles with a Panzerfaust.
 
Although the two players can't attack each other, they can be pretty nasty when it comes to placing respawning defenders.
 
Another option for defending forces is to replace the defence drone with an SMG/Contender Odalisque with Sixth Sense 2 and 360˚ Visor, plus Total Reaction...
 
Defending model's AROs could also be controlled totally by the defending player instead of giving them a priority list.
 
A potential ten Panzerfaust AROs is going to be massive overkill given that they're always present at the start of each player turn - one option is to reduce the number of guards (easier for me!) or to remove the Panzerfausts. EDIT - just reduced it to six guards!
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Re: Collaborative mission for playtesting - Bunker Assault!

by SgtHulka » October 14th, 2013, 3:36 am

Sounds interesting!

How does impetuous work? Do only guards/pirates/total reaction remotes trigger it or can it be triggered your "enemy"? i.e., will you run toward the other player's model if it happens to be closer than a guard since technically he's your opponent.
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Re: Collaborative mission for playtesting - Bunker Assault!

by IJW Wartrader » October 14th, 2013, 10:07 am

Roughly speaking your opponent's models will count as friendlies - so Impetuous moves will be towards the guards/drone/pirate.
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Re: Collaborative mission for playtesting - Bunker Assault!

by IJW Wartrader » October 16th, 2013, 11:09 am

Version two is up: http://infinitythegame.com/forum/index. ... ntry386356
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