WORKING TO FIX THE "SPOILER" FORUM CODING, WHICH APPEARS TO NOT BE WORKING
#1: Danger Room
_________In this mission, you must beat your opponent in securing intel from a crashed Aleph pod. The twist? The pod landed in a building-sized Hyper-Reality holographic simulator, which is now running uncontrollably.
Terrain-Oriented Scenario
Mission Objectives
Primary Objectives
Retreive the Aleph Data...................................................................2 Objective Points
Escape with the information............................... ..............................3 Objective Points
Stabilize the Simulator's Mainframe..................................................1 Objective Point
Secondary Objectives
Sabotage the Aleph pod, destroying all evidence............................1 Objective Point
Kill more army points than your opponent........................................1 Objective Point
Kill an enemy unit carrying the Aleph Data.......................................1 Objective Point
Kill 150 more points than your opponent..........................................1 Objective Point
Player Forces:
No set limit on player armies, though each player must deploy with the same max number of Army points following standard Infinity rules.
Deployment:
Each payer deploys in a corner of the board 12 inches deep (at the corner), and 16 inches wide.
Mechanized Deployment troops (using this ability) can only deploy in an "escape hatch" corner.
AD:3 can only deploy within the zone of control of the Aleph pod, at a PH role -6. If a unit disperses outside of the pods ZoC, that unit behaves as though it dispersed off the edge of the board, requiring another order to enter at the closest board edge. A unit dispersed in this way cannot enter the board until the players next turn. (This mission takes place indoors. The Aleph pod crashed through the roof of the building, leaving a hole in the roof. A unit who missed that hole has to climb down off the building and enter from the side.)
Infiltration and Impersonation require a ph-6 roll to infiltrate. -9 if past the halfway mark on the board, in addition to the usual modifiers.
Due to the shifting nature of the buildings interior, infiltrating is extremely difficult.
53n9.jpg
Scenario Special Rules:
Holographic Simulator:
This mission takes place in a building devoted to holographic simulations. The Aleph pod damaged the buildings electronic mainframe when it crashed, causing the simulator to behave erratically.
At the beginning of each player's turn, a D20 is rolled.
The die number represents what type of Terrain that becomes simulated by the damaged holoprojectors inside the building. The entire playing board becomes the nominated type of terrain:
isv4.jpg
Programmed with thousands of planet-files, the projector can simulate nearly any environment perfectly.
There are 4 console markers, placed 12 inches deep on the board, 12 inches across from a corner edge. Each console can be interfaced with via any specialist troop. After the first console, consoles gain a consecutive -3 modifier to activate the other consoles. Interfacing with a console allows a player to decide what type of terrain is simulated until the end of that player’s turn. Interfacing with a console causes the console to “burn out”, and render it permanently destroyed. Consoles can also be destroyed by EXP or mono filament ammo as though they had 6 armor and one wound.
The mainframe was severely damaged by the pods crash into the building. A complete fix is impossible, however, specialist troops might attempt to temporarily stabilize the mainframe and exert some minor control over their surroundings. Each “band-aid” patch however will destabilize the mainframe further, making it more difficult to interact with and ultimately rendering such impossible.
The Aleph Pod/Data:
The Aleph Pod is represented by a marker or piece of terrain in the center line of the board.
The Data can be retrieved by any unit with a WIP -6 roll. Engineers and Hackers succeed at a normal WIP roll. Rolling a 19 or a 20 releases an electric pulse, effecting any unit in base contact with the Pod.
A hacker can attempt to interface with the pod itself to gain access to it's encrypted files, or a soldier could attempt to simply tear out a memory block. Engineers might not find that complicated, but to the average soldier that could prove to be a difficult task.
Once retrieved, the information can be passed to any other unit via one short skill. The information can be downloaded as many times as a player wants, each download attempt requiring one full order. The information can be picked off of the body of a unit that had been carrying it with a single short skill. Any template weapon can destroy carried information (EG: killing a unit carrying the information using a flamethrowr will destroy the carried information as well).
The Pod can be destroyed by any successful EXP or Monofilament ammo, with the ARM of the pod being 6, and one STR. Once destroyed, the information can no longer be downloaded.
Why leave the information for your enemy? Destroying the pod can deny any other factions from gaining access to this highly sensitive information.
Once in possession of the Data, a player must try to escape with that data through any board corner that was not a players DZ.
End of the Mission
The mission ends once either player escapes with the information, or the opposing army was destroyed/routed. There is no time limit for this mission.
Mission Bugs/Tips and Tricks
[spoiler=]
Bugs:
*Will be updated if people tell me there are any bugs in the mission.*
Tips:
-Light troops, skirmishers, and warbands have less movement penalties than heavier troops.
-Bring multispectral visors to help see through less-visible terrain
-Mainframe consoles can only be activated once each, and the changes only last until the end of your turn: choose when to use them wisely, as it can be the difference between victory and defeat.
-Be careful about destroying the Aleph Pod too early.
Primary Objectives
Retreive the Aleph Data...................................................................2 Objective Points
Escape with the information............................... ..............................3 Objective Points
Stabilize the Simulator's Mainframe..................................................1 Objective Point
Secondary Objectives
Sabotage the Aleph pod, destroying all evidence............................1 Objective Point
Kill more army points than your opponent........................................1 Objective Point
Kill an enemy unit carrying the Aleph Data.......................................1 Objective Point
Kill 150 more points than your opponent..........................................1 Objective Point
Player Forces:
No set limit on player armies, though each player must deploy with the same max number of Army points following standard Infinity rules.
Deployment:
Each payer deploys in a corner of the board 12 inches deep (at the corner), and 16 inches wide.
Mechanized Deployment troops (using this ability) can only deploy in an "escape hatch" corner.
AD:3 can only deploy within the zone of control of the Aleph pod, at a PH role -6. If a unit disperses outside of the pods ZoC, that unit behaves as though it dispersed off the edge of the board, requiring another order to enter at the closest board edge. A unit dispersed in this way cannot enter the board until the players next turn. (This mission takes place indoors. The Aleph pod crashed through the roof of the building, leaving a hole in the roof. A unit who missed that hole has to climb down off the building and enter from the side.)
Infiltration and Impersonation require a ph-6 roll to infiltrate. -9 if past the halfway mark on the board, in addition to the usual modifiers.
Due to the shifting nature of the buildings interior, infiltrating is extremely difficult.
53n9.jpg
Scenario Special Rules:
Holographic Simulator:
This mission takes place in a building devoted to holographic simulations. The Aleph pod damaged the buildings electronic mainframe when it crashed, causing the simulator to behave erratically.
At the beginning of each player's turn, a D20 is rolled.
The die number represents what type of Terrain that becomes simulated by the damaged holoprojectors inside the building. The entire playing board becomes the nominated type of terrain:
isv4.jpg
Programmed with thousands of planet-files, the projector can simulate nearly any environment perfectly.
There are 4 console markers, placed 12 inches deep on the board, 12 inches across from a corner edge. Each console can be interfaced with via any specialist troop. After the first console, consoles gain a consecutive -3 modifier to activate the other consoles. Interfacing with a console allows a player to decide what type of terrain is simulated until the end of that player’s turn. Interfacing with a console causes the console to “burn out”, and render it permanently destroyed. Consoles can also be destroyed by EXP or mono filament ammo as though they had 6 armor and one wound.
The mainframe was severely damaged by the pods crash into the building. A complete fix is impossible, however, specialist troops might attempt to temporarily stabilize the mainframe and exert some minor control over their surroundings. Each “band-aid” patch however will destabilize the mainframe further, making it more difficult to interact with and ultimately rendering such impossible.
The Aleph Pod/Data:
The Aleph Pod is represented by a marker or piece of terrain in the center line of the board.
The Data can be retrieved by any unit with a WIP -6 roll. Engineers and Hackers succeed at a normal WIP roll. Rolling a 19 or a 20 releases an electric pulse, effecting any unit in base contact with the Pod.
A hacker can attempt to interface with the pod itself to gain access to it's encrypted files, or a soldier could attempt to simply tear out a memory block. Engineers might not find that complicated, but to the average soldier that could prove to be a difficult task.
Once retrieved, the information can be passed to any other unit via one short skill. The information can be downloaded as many times as a player wants, each download attempt requiring one full order. The information can be picked off of the body of a unit that had been carrying it with a single short skill. Any template weapon can destroy carried information (EG: killing a unit carrying the information using a flamethrowr will destroy the carried information as well).
The Pod can be destroyed by any successful EXP or Monofilament ammo, with the ARM of the pod being 6, and one STR. Once destroyed, the information can no longer be downloaded.
Why leave the information for your enemy? Destroying the pod can deny any other factions from gaining access to this highly sensitive information.
Once in possession of the Data, a player must try to escape with that data through any board corner that was not a players DZ.
End of the Mission
The mission ends once either player escapes with the information, or the opposing army was destroyed/routed. There is no time limit for this mission.
Mission Bugs/Tips and Tricks
[spoiler=]
Bugs:
*Will be updated if people tell me there are any bugs in the mission.*
Tips:
-Light troops, skirmishers, and warbands have less movement penalties than heavier troops.
-Bring multispectral visors to help see through less-visible terrain
-Mainframe consoles can only be activated once each, and the changes only last until the end of your turn: choose when to use them wisely, as it can be the difference between victory and defeat.
-Be careful about destroying the Aleph Pod too early.
#2: Ambush!
_________ In this mission, the defenders escaping ship has been trapped above a cityscape via multiple tractor beams. The attacker must secure the ship before the defender can destroy the tractor beams and make good their escape!
Rooftop Scenario
Attacker Briefing: You have set a successful ambush, catching an enemy reconnaissance ship in a net of tractor beams. You need to finish the job: capture and disable the enemy ship, so that there is no chance of escape.
Defender Briefing: Ambush! Your ship has been trapped in a tractor beam web! The generators were of necessity smaller portable devices: they can be easily disabled. Disable the tractor beams and make good your escape.
OBJECTIVES:
Attacker:
Control the bridge: 3 objective points
Destroy or disable the ship’s engines: 3 objective points.
Defender:
Destroy or disable a tractor beam: 2 objective points.
Secondary Objectives (Both Teams)
Kill more army points than your opponent: 1 objective point
Kill more than 150 points more than your opponent 1 objective point
Repair the ships engine or a tractor beam generator 1 objective point
Cause an enemy to fall to their death 2 objective points
Any action that cancels a pre-completed objective removes those points from the players objective pool.
EG: Re-enabling the engines, recapturing the bridge, and re enabling a tractor beam generator removes the victory points from the opponents pool.
Deployment:
Attacker:
-------------The attacker deploys in 4 8-inch squares at each board corner. These squares are considered to be building rooftops.
Defender:
------------- The defender is expected to deploy into a 12-inch square centered over the middle of the board.
Mechanised deployment is a tad complicated. Mechanised troops can be deployed between any building, and will contribute their orders to the order pool. However, once their position has been indicated, the models are to be removed from the board (they still contribute their order). These models can fire their grappling hooks in an attempt to enter the field on any rooftop directly beside them, as though shooting at the maximum range of the hook. If their hooks land within 4 inches of a rooftop directly beside them, they may consume half a movement order to climb onto the rooftop. Otherwise, their hook is counted as being lost. If a unit loses both of their hooks this way, they are removed from the game.
Infiltration is limited to the attacker, who may deploy up to 4 inches from any of his initial deployment rooftops.
Gaps between buildings do not count as terrain for the purposes of AD:3.
i1ar.jpg
SPECIAL RULES:
We’re a Long Way Up:
This mission takes place far above ground level, on the rooftops of the city. Units can only move on predetermined “rooftops”. Any unit that either disperses off of a roof or fails a jump roll between buildings is considered “dead”, as though it failed a save against monofilament ammo. Their model is to be removed from the table, and cannot be interacted with for skills such as “booty” or “promethion”.
Travelling between buildings:
Maintenance crews have built-in a number of small bridges between rooftops, for use when working on the power grid. These bridges can prove invaluable to troop movement at such heights.
Before the game starts, each player decides where bridges will be placed. Each player decides on the placement of 2 bridges, for a total of 4 bridges. Each bridge is represented by a pair of "bridge consoles" placed on opposite rooftops, unbroken by terrain. Bridge consoles can be activated with a normal WIP roll by any unit, and creates a line of movement between buildings. The bridge consoles can be activated or deactivated by either player. REM, TAG, and Repeaters cannot activate consoles.
Consoles can also be attacked as though they were a model, with 0 armor, and one str. An “unconscious” console is treated as being disabled, and requires a WIP roll via engineer to repair. A “dead” console is considered destroyed. Destroyed or disabled consoles deactivate their bridge.
If a unit is standing on a bridge when it deactivates, that unit must perform a dodge with a -6 to the ph roll. Failure results in death as though that unit failed a roll against monofilament ammo.
Grappling Hooks:
All units starting the game are also equipped with 2 grappling hooks. Grappeling hooks have a burst of 1, and 2 uses. They have 5 damage, and can be fired at any surface, including speculatively.
Hooks +3 range is within 3 inches. 0 is from 3-6. -6 is from 6-9 inches. The hook can deviate following standard deviation rules. Units that fired a hook can then use a short movement order to traverse the distance between their starting location and the hooks landing spot.
Stay Away from the Edge:
Units on a bridge, or standing within an inch of the edge of a rooftop are susceptible to falling. Any troop hit while in this state must perform a ph roll in addition to their guts and armor saves. Failure results in the unit losing their balance, and falling from the rooftop.
ClimbingPlus:
Some people can climb on vertical surfaces as though it were flat ground. If anyone could survive the fall, they can.
Units with climbing Plus get +3 their PH or BS any time they fire a hook or attempt to jump between buildings. They do not get this bonus if falling due to being shot by a rooftop edge.
Units with climbing plus that fall between buildings must pass a physic roll. Success means that they do not die, and still contribute their order to the order pool. An order can be spent to bring the unit back onto the board at the closest rooftop edge starting at the next game turn.
AD3:
The jetpacks of the paratroopers usually are used to provide support at critical junctions during an operation. Considering the type of terrain, Command has suggested that the jetpacks might be better served to travel across the cityscape.
Units with AD: Combat Jump can elect to instead use their jetpacks to move across the battlefield. In game terms, units with AD: Combat jump can instead be deployed as though they had Super Jump.
Tractor Beams:
Four “Tractor Beam Generators” are to be placed within each of the 4 deployment zones of the attacker. Beam Generators have ODD, and can be destroyed by explosive or monofilament ammo as though they had one wound and 9 armor.
The Tractor Beam generators were designed to withstand all small arms fire, but heavier weapons ought to take them out easily enough.
A generator can also be disabled with a wip-6 roll by a non-specialist unit, or a normal WIP roll by a specialist.
The Ship
Entering the Ship
The ship is treated as being 3 inches higher than the surrounding terrain, and units must climb/jump in order to enter/exit,
The defenders ship should be represented by a 12-inch square section of terrain in the center of the board. There should be a 4-inch deep section of the ship that is counted as "the bridge". The bridge is captured so long as the attacker has more points inside the bridge.
On the ship there should also be an engine interface opposite the bridge. The engines can also be disabled with a wip-6 roll by a non-specialist unit, or a normal WIP roll by a specialist, or destroyed by monofilament or exp ammo as though it had 9 armor and 1 str.
End Game:
The mission is considered over once either the attacker captures and disables the enemy ship, or the defender destroys or disables all four tractor beam nodes.
Bugs/Tips and Tricks
[spoiler=]
Bugs:
-This scenario is very terrain oriented. Buildings must be represented clearly for both players.
-Make sure there is adequate cover. Due to the short distances between deployment zones, most weapons will be firing within their +3 range. Take this into consideration, and put enough cover on the board so that first turn does not create an unfair advantage.
Tips:
*will be updated as players suggest tips (that are not obvious)*
Defender Briefing: Ambush! Your ship has been trapped in a tractor beam web! The generators were of necessity smaller portable devices: they can be easily disabled. Disable the tractor beams and make good your escape.
OBJECTIVES:
Attacker:
Control the bridge: 3 objective points
Destroy or disable the ship’s engines: 3 objective points.
Defender:
Destroy or disable a tractor beam: 2 objective points.
Secondary Objectives (Both Teams)
Kill more army points than your opponent: 1 objective point
Kill more than 150 points more than your opponent 1 objective point
Repair the ships engine or a tractor beam generator 1 objective point
Cause an enemy to fall to their death 2 objective points
Any action that cancels a pre-completed objective removes those points from the players objective pool.
EG: Re-enabling the engines, recapturing the bridge, and re enabling a tractor beam generator removes the victory points from the opponents pool.
Deployment:
Attacker:
-------------The attacker deploys in 4 8-inch squares at each board corner. These squares are considered to be building rooftops.
Defender:
------------- The defender is expected to deploy into a 12-inch square centered over the middle of the board.
Mechanised deployment is a tad complicated. Mechanised troops can be deployed between any building, and will contribute their orders to the order pool. However, once their position has been indicated, the models are to be removed from the board (they still contribute their order). These models can fire their grappling hooks in an attempt to enter the field on any rooftop directly beside them, as though shooting at the maximum range of the hook. If their hooks land within 4 inches of a rooftop directly beside them, they may consume half a movement order to climb onto the rooftop. Otherwise, their hook is counted as being lost. If a unit loses both of their hooks this way, they are removed from the game.
Infiltration is limited to the attacker, who may deploy up to 4 inches from any of his initial deployment rooftops.
Gaps between buildings do not count as terrain for the purposes of AD:3.
i1ar.jpg
SPECIAL RULES:
We’re a Long Way Up:
This mission takes place far above ground level, on the rooftops of the city. Units can only move on predetermined “rooftops”. Any unit that either disperses off of a roof or fails a jump roll between buildings is considered “dead”, as though it failed a save against monofilament ammo. Their model is to be removed from the table, and cannot be interacted with for skills such as “booty” or “promethion”.
Travelling between buildings:
Maintenance crews have built-in a number of small bridges between rooftops, for use when working on the power grid. These bridges can prove invaluable to troop movement at such heights.
Before the game starts, each player decides where bridges will be placed. Each player decides on the placement of 2 bridges, for a total of 4 bridges. Each bridge is represented by a pair of "bridge consoles" placed on opposite rooftops, unbroken by terrain. Bridge consoles can be activated with a normal WIP roll by any unit, and creates a line of movement between buildings. The bridge consoles can be activated or deactivated by either player. REM, TAG, and Repeaters cannot activate consoles.
Consoles can also be attacked as though they were a model, with 0 armor, and one str. An “unconscious” console is treated as being disabled, and requires a WIP roll via engineer to repair. A “dead” console is considered destroyed. Destroyed or disabled consoles deactivate their bridge.
If a unit is standing on a bridge when it deactivates, that unit must perform a dodge with a -6 to the ph roll. Failure results in death as though that unit failed a roll against monofilament ammo.
Grappling Hooks:
All units starting the game are also equipped with 2 grappling hooks. Grappeling hooks have a burst of 1, and 2 uses. They have 5 damage, and can be fired at any surface, including speculatively.
Hooks +3 range is within 3 inches. 0 is from 3-6. -6 is from 6-9 inches. The hook can deviate following standard deviation rules. Units that fired a hook can then use a short movement order to traverse the distance between their starting location and the hooks landing spot.
Stay Away from the Edge:
Units on a bridge, or standing within an inch of the edge of a rooftop are susceptible to falling. Any troop hit while in this state must perform a ph roll in addition to their guts and armor saves. Failure results in the unit losing their balance, and falling from the rooftop.
ClimbingPlus:
Some people can climb on vertical surfaces as though it were flat ground. If anyone could survive the fall, they can.
Units with climbing Plus get +3 their PH or BS any time they fire a hook or attempt to jump between buildings. They do not get this bonus if falling due to being shot by a rooftop edge.
Units with climbing plus that fall between buildings must pass a physic roll. Success means that they do not die, and still contribute their order to the order pool. An order can be spent to bring the unit back onto the board at the closest rooftop edge starting at the next game turn.
AD3:
The jetpacks of the paratroopers usually are used to provide support at critical junctions during an operation. Considering the type of terrain, Command has suggested that the jetpacks might be better served to travel across the cityscape.
Units with AD: Combat Jump can elect to instead use their jetpacks to move across the battlefield. In game terms, units with AD: Combat jump can instead be deployed as though they had Super Jump.
Tractor Beams:
Four “Tractor Beam Generators” are to be placed within each of the 4 deployment zones of the attacker. Beam Generators have ODD, and can be destroyed by explosive or monofilament ammo as though they had one wound and 9 armor.
The Tractor Beam generators were designed to withstand all small arms fire, but heavier weapons ought to take them out easily enough.
A generator can also be disabled with a wip-6 roll by a non-specialist unit, or a normal WIP roll by a specialist.
The Ship
Entering the Ship
The ship is treated as being 3 inches higher than the surrounding terrain, and units must climb/jump in order to enter/exit,
The defenders ship should be represented by a 12-inch square section of terrain in the center of the board. There should be a 4-inch deep section of the ship that is counted as "the bridge". The bridge is captured so long as the attacker has more points inside the bridge.
On the ship there should also be an engine interface opposite the bridge. The engines can also be disabled with a wip-6 roll by a non-specialist unit, or a normal WIP roll by a specialist, or destroyed by monofilament or exp ammo as though it had 9 armor and 1 str.
End Game:
The mission is considered over once either the attacker captures and disables the enemy ship, or the defender destroys or disables all four tractor beam nodes.
Bugs/Tips and Tricks
[spoiler=]
Bugs:
-This scenario is very terrain oriented. Buildings must be represented clearly for both players.
-Make sure there is adequate cover. Due to the short distances between deployment zones, most weapons will be firing within their +3 range. Take this into consideration, and put enough cover on the board so that first turn does not create an unfair advantage.
Tips:
*will be updated as players suggest tips (that are not obvious)*
[/spoiler]
'Dead Space'
A commerical space station in neutral space has gone dark, and hacked security footage indicates that an unknown virus has run rampant, causing mass chaos.
Zombie Scenario
Attacker/Defender Briefing:
A large space station in neutral space has gone dark. A hacker under your command has hacked their way into the space-station's security systems, and it appears that there was a massacre. An unknown virus has contaminated the station, inciting hysteria and bloodlust in everyone on board. We cannot be sure how this virus works, but it appears to have re-animated the corpses of the station-dwellers, who then attack anything that moves.
While the space station itself has little strategic value, this virus is an unknown threat: we need to discover everything we can about it so that our science division can engineer a vaccine in case the virus spreads. Security footage shows a small number of survivors still alive, scattered throughout the space station. A virus needs a method of transportation, and security archives from the station suggest that this virus is primarily transferred via physical bloodletting. No doubt these survivors are carrying the virus inside them. Your task is to find and exfiltrate any survivor you can find: alive if at all possible.
Be careful, commander. We don't have a lot of information about this virus, or how it works. Additionally, radar has picked up another large ship in the star system, closing in on the station. You may have company. Proceed with extreme caution.
Objectives:
'Rescue' a civilian carrier:.........................................................................................................2 Objective Points
Reactivate the station's power:.................................................................................................2 objective points
Reactivate the station's hangar airlock system:........................................................................2 objective points
Kill an infected:.........................................................................................................................1 objective point
The station has sustained serious damage during the chaos that came with the spread of the virus. Repairing the ship's power systems and pod ejection systems are essential for the exfiltration of civilian carriers.
The Board/Deployment:
Each player deploys on a 12-inch deep corner of the board. Players deploy on opposite corners. Zones of an equal size on the remaining two corners are escape-pod bays.
At the beginning of the game, 5 civilians are scattered onto the board. For each civilian carrier a Circular Template will
be placed in the centre of the table with the arrow pointing to one of the Deployment Zones, alternating between both Deployment Zones, and two rolls must be made. The second digit of the first result marks the direction each civilian is placed from the centre of the table, while the second digit of the second roll marks the inches it deviates. If any civilian lands within 6 inches of another civilian, or in an inaccessible location, that civilian's dispersion is to be extended the minimum distance required to meet deployment standards.
eg: If a civvie is to be placed within 3 inches of another civvie, instead move the scattering civvie an additional 3 inches away.
Two terminal objectives are to be placed on the board, 14 inches from one board edge, and 12-inches from the perpendicular board edge. One terminal is a "Station Power" terminal, and the other is a "hangar airlock" terminal.
Special Rules:.
Damaged Station:
At the beginning of the game, the entire board is considered to be a Zero-G environment, and movement is affected accordingly. Additionally, the board is considered to be as a Low Visibility Zone.
Once power has been restored to the station, visibility and movement return to normal.
No civilian can be exfiltrated from the station until the stations hangar airlocks have been re-activated.
Repairing either system requires a specialist troop to pass a normal willpower roll at one of the terminals.
When the virus ran rampant throughout the station, so did murder, chaos, and destruction. Several of the station's systems have been severely damaged during the chaos, and require urgent attention in order for this mission to be completed.
Dead Space Virus:
At the beginning of each order spent during the course of this mission scenario, roll a die against 3 damage dealt to the activated model(s).
If the unit fails to save against this damage, they are considered "infected."
At the beginning of each game round, a modifier of +3 is added to this damage.
If a unit falls unconscious, or is killed, they must roll an additional damage save against twice the turn's allotted damage. Failure resurrects the unit with full wounds, and they are considered "infected."
The damage is always rolled against the BTS of the activated unit.
eg: Fusilier Angus elects to do a move-shoot order. At the beginning of the order, Angus rolls a 6, safely avoiding infection. However, Angus is shot during the f2f roll, and falls unconscious. Rolling a 9, Angus safely avoids infection, passing the 6-(BTS)damage roll. However, during the next play round, Angus's unconscious body is caught in an explosion, causing Angus to pass into the "dead" state. Rolling a 2, Angus fails to save against 12 (3+3 * 2) damage, and is infected.
We thought that the virus was spread through contact. We were wrong. The moment we landed on the station we could feel it our minds: a dark sensation that promises blood, and a loss of sanity. We need to get to a survivor, and get off this ship, lest we turn on our friends i a bloody frenzy.
Infected:
Infected units gain "impetuous," "berserk," +2 to their first movement value, and "no wound incapacitation." They no longer contribute any orders, and lose the ability to use any non-cc weaponry, skills, or items. At the end of each player round, infected units will move as per impetuous rules towards the nearest non-infected unit, without making any attempt to avoid damage or protect itself in any manner. Infected models will all attempt to CC every non-infected unit it can.
Civilian Carriers:
The five civilian carriers require a D20 roll before discovering whether or not they are hostile before they can be synchronized. Civilians must also roll for the virus as do your regular troops. "Dead" or "unconscious" civilians can not be doctored, and are automatically reanimated as infected. Any dead/unconcious infected civvies can be carried to the escape pods as per the "CASEVAC" rules.
End Game:
End game scenarios:
A): A player is put into retreat.
B ): Each civilian has been exfiltrated.
TIPS, BUGS AND TRICKS:
[spoiler=] Units in powered armor appear to be less effected by the virus. A TAG is borderline immune to the virus until the third turn of the game, and heavy infantry (to a lesser degree). Despite the zero gravity, it may be beneficial to take some units like that.
REM units are also less susceptible to the virus.
A large space station in neutral space has gone dark. A hacker under your command has hacked their way into the space-station's security systems, and it appears that there was a massacre. An unknown virus has contaminated the station, inciting hysteria and bloodlust in everyone on board. We cannot be sure how this virus works, but it appears to have re-animated the corpses of the station-dwellers, who then attack anything that moves.
While the space station itself has little strategic value, this virus is an unknown threat: we need to discover everything we can about it so that our science division can engineer a vaccine in case the virus spreads. Security footage shows a small number of survivors still alive, scattered throughout the space station. A virus needs a method of transportation, and security archives from the station suggest that this virus is primarily transferred via physical bloodletting. No doubt these survivors are carrying the virus inside them. Your task is to find and exfiltrate any survivor you can find: alive if at all possible.
Be careful, commander. We don't have a lot of information about this virus, or how it works. Additionally, radar has picked up another large ship in the star system, closing in on the station. You may have company. Proceed with extreme caution.
Objectives:
'Rescue' a civilian carrier:.........................................................................................................2 Objective Points
Reactivate the station's power:.................................................................................................2 objective points
Reactivate the station's hangar airlock system:........................................................................2 objective points
Kill an infected:.........................................................................................................................1 objective point
The station has sustained serious damage during the chaos that came with the spread of the virus. Repairing the ship's power systems and pod ejection systems are essential for the exfiltration of civilian carriers.
The Board/Deployment:
Each player deploys on a 12-inch deep corner of the board. Players deploy on opposite corners. Zones of an equal size on the remaining two corners are escape-pod bays.
At the beginning of the game, 5 civilians are scattered onto the board. For each civilian carrier a Circular Template will
be placed in the centre of the table with the arrow pointing to one of the Deployment Zones, alternating between both Deployment Zones, and two rolls must be made. The second digit of the first result marks the direction each civilian is placed from the centre of the table, while the second digit of the second roll marks the inches it deviates. If any civilian lands within 6 inches of another civilian, or in an inaccessible location, that civilian's dispersion is to be extended the minimum distance required to meet deployment standards.
eg: If a civvie is to be placed within 3 inches of another civvie, instead move the scattering civvie an additional 3 inches away.
Two terminal objectives are to be placed on the board, 14 inches from one board edge, and 12-inches from the perpendicular board edge. One terminal is a "Station Power" terminal, and the other is a "hangar airlock" terminal.
Special Rules:.
Damaged Station:
At the beginning of the game, the entire board is considered to be a Zero-G environment, and movement is affected accordingly. Additionally, the board is considered to be as a Low Visibility Zone.
Once power has been restored to the station, visibility and movement return to normal.
No civilian can be exfiltrated from the station until the stations hangar airlocks have been re-activated.
Repairing either system requires a specialist troop to pass a normal willpower roll at one of the terminals.
When the virus ran rampant throughout the station, so did murder, chaos, and destruction. Several of the station's systems have been severely damaged during the chaos, and require urgent attention in order for this mission to be completed.
Dead Space Virus:
At the beginning of each order spent during the course of this mission scenario, roll a die against 3 damage dealt to the activated model(s).
If the unit fails to save against this damage, they are considered "infected."
At the beginning of each game round, a modifier of +3 is added to this damage.
If a unit falls unconscious, or is killed, they must roll an additional damage save against twice the turn's allotted damage. Failure resurrects the unit with full wounds, and they are considered "infected."
The damage is always rolled against the BTS of the activated unit.
eg: Fusilier Angus elects to do a move-shoot order. At the beginning of the order, Angus rolls a 6, safely avoiding infection. However, Angus is shot during the f2f roll, and falls unconscious. Rolling a 9, Angus safely avoids infection, passing the 6-(BTS)damage roll. However, during the next play round, Angus's unconscious body is caught in an explosion, causing Angus to pass into the "dead" state. Rolling a 2, Angus fails to save against 12 (3+3 * 2) damage, and is infected.
We thought that the virus was spread through contact. We were wrong. The moment we landed on the station we could feel it our minds: a dark sensation that promises blood, and a loss of sanity. We need to get to a survivor, and get off this ship, lest we turn on our friends i a bloody frenzy.
Infected:
Infected units gain "impetuous," "berserk," +2 to their first movement value, and "no wound incapacitation." They no longer contribute any orders, and lose the ability to use any non-cc weaponry, skills, or items. At the end of each player round, infected units will move as per impetuous rules towards the nearest non-infected unit, without making any attempt to avoid damage or protect itself in any manner. Infected models will all attempt to CC every non-infected unit it can.
Civilian Carriers:
The five civilian carriers require a D20 roll before discovering whether or not they are hostile before they can be synchronized. Civilians must also roll for the virus as do your regular troops. "Dead" or "unconscious" civilians can not be doctored, and are automatically reanimated as infected. Any dead/unconcious infected civvies can be carried to the escape pods as per the "CASEVAC" rules.
End Game:
End game scenarios:
A): A player is put into retreat.
B ): Each civilian has been exfiltrated.
TIPS, BUGS AND TRICKS:
[spoiler=] Units in powered armor appear to be less effected by the virus. A TAG is borderline immune to the virus until the third turn of the game, and heavy infantry (to a lesser degree). Despite the zero gravity, it may be beneficial to take some units like that.
REM units are also less susceptible to the virus.
[/spoiler]
#3: 'Truce at Bakura'
_________ In this mission, personalities and leaders play a strong roll. A diplomatic meeting between nations is met with treachery.
#4: Sword Song
_________ An agent inside an experimental weapons facility let loose an extremely volatile gas, providing a distraction for your forces to move in and gather as much intel as possible.
CC-Oriented Scenario
Attackers Briefing:
The mission is simple: Intelligence suggests that an item of extreme importance is within an experimental weapons facility. The place is extremely well guarded, so command is sending in 2 different strike teams. Your job is to make a distraction so that the other team can move in and secure the item.
One of your sleeper agents within the facility has let loose an extremely volatile gas within the facilities scientific division, disrupting activity on a massive scale. Move in, disable the facilities security systems, and get your agent out.
Defenders Briefing:
Treachery! One of your scientists has proven himself to be an enemy agent! An experimental gas has been let loose in the facility, and security is picking up an inbound strike team! Figure out who the traitor is, and kill him. Protect the facility!
Objectives:
Attacker:
Rescue your Agent:.........................................................................................................2 Objective Points
Disable the enemies security systems:............................................................................4 objective points
Sabotage the facility:.......................................................................................................1 objective point
Rescuing the agent and causing damage is all well and good, but remember: the goal of this operation is to shut down the facilities security systems for the second strike team. Don't lose sight of that, commander.
Defender:
Kill the Traitor:...................................................................................................................6 objective points
Protect the facility:.............................................................................................................2 objective points.
The Board/Deployment:
Each player deploys as normal,within a 12 inch deployment zone. Due to the chaos caused by the sabotage, there are no restrictions for Airborne deployment or infiltration.
6 objective markers/pieces of terrain are scattered on the defenders half of the board as per ITS scenario Lifeblood rules. The defender picks one to represent the Security System console.
Special Rules:
Explosive Gas:
During the mission, firing any weapon risks triggering an explosion. Each time a unit fires a standard weapon (small arms and cc weapons excluded), roll an arm save. Damage is calculated as 5x your fired burst, with a minimum of 10 damage. EG: Firing a contender means only passing an arm check of 10 damage. Firing the full burst of an HMC, however, creates a devistating damage 25 explosion! Combi rifles and rifles deal 15 damage.
Fire ammunition automatically creates a Damage 15 circular template explosion centered on the firing model.
Additionally, any even number rolled while calculating these arm checks means that the explosion was larger in scale, and will effect any unit within a circular template centered on the active model.
The actively firing model cannot dodge this explosion.
The gas was an experimental fuel to be used by an advanced flamethrower, capable of delivering typical devastation from within a bullet casing. Still in its prototype stages, we can only guess how flames caused by this gas will behave. This gas is incredibly flammable- god only knows what might set it off- and its spread through this entire section of the facility! Hold your fire!
Sleeper Agent:
The attacker must pick one of their units and place it on the enemies half of the board, with Hidden Deployment. Once the unit is revealed, it is treated as though it had Impersonation lvl 3, and gains the Veteren special skill. Once revealed/discovered, this unit cannot re-impersonate.
Whoever the traitor is, they're good. They infiltrated one of our tightest-guarded facilities and have been here for god knows how long. Keep your eyes peeled, soldiers. If you see him, report in at once: the bastard will not escape us this time.
The sleeper agent behaves as though under the "retreat" special rule.
Sabotage:
6 markers are scattered across the board as per the Lifeblood scenario, with the exception that all markers must land on the defenders half of the board. These markers represent places where an explosion could damage extremely sensitive research.
After the targets have been deployed, the defensive player chooses one, which is the Security System mainframe. The mainframe can be disabled by any specialist, and the sleeper agent in addition to the ammo types listed below.
Fire ammunition, shock ammunition, or D-Charges can be used to destroy these markers, as though they had 5 armor and 1 STR.
Each destroyed target confers the attacker one objective point. Each surviving target grants the defender 2 objective points.
End Game:
End game scenarios:
A): A player is put into retreat.
B ): The Security System is disabled and the sleeper agent escaped.
C): The Sleeper was killed, along with the attackers LT.
TIPS, BUGS AND TRICKS:
[spoiler=]
Bugs:
Tips:
-Firing weapons have a high chance to kill the unit firing the gun. Koalas, Mines, Hacking attacks, and CC specialists all have an advantage during this mission.
-Antipersonnel mines deal shock damage
-The sleeper agent will be the unit best in position to disable the security: but be careful of exposing him, as the price on his head is astronomical.
The mission is simple: Intelligence suggests that an item of extreme importance is within an experimental weapons facility. The place is extremely well guarded, so command is sending in 2 different strike teams. Your job is to make a distraction so that the other team can move in and secure the item.
One of your sleeper agents within the facility has let loose an extremely volatile gas within the facilities scientific division, disrupting activity on a massive scale. Move in, disable the facilities security systems, and get your agent out.
Defenders Briefing:
Treachery! One of your scientists has proven himself to be an enemy agent! An experimental gas has been let loose in the facility, and security is picking up an inbound strike team! Figure out who the traitor is, and kill him. Protect the facility!
Objectives:
Attacker:
Rescue your Agent:.........................................................................................................2 Objective Points
Disable the enemies security systems:............................................................................4 objective points
Sabotage the facility:.......................................................................................................1 objective point
Rescuing the agent and causing damage is all well and good, but remember: the goal of this operation is to shut down the facilities security systems for the second strike team. Don't lose sight of that, commander.
Defender:
Kill the Traitor:...................................................................................................................6 objective points
Protect the facility:.............................................................................................................2 objective points.
The Board/Deployment:
Each player deploys as normal,within a 12 inch deployment zone. Due to the chaos caused by the sabotage, there are no restrictions for Airborne deployment or infiltration.
6 objective markers/pieces of terrain are scattered on the defenders half of the board as per ITS scenario Lifeblood rules. The defender picks one to represent the Security System console.
Special Rules:
Explosive Gas:
During the mission, firing any weapon risks triggering an explosion. Each time a unit fires a standard weapon (small arms and cc weapons excluded), roll an arm save. Damage is calculated as 5x your fired burst, with a minimum of 10 damage. EG: Firing a contender means only passing an arm check of 10 damage. Firing the full burst of an HMC, however, creates a devistating damage 25 explosion! Combi rifles and rifles deal 15 damage.
Fire ammunition automatically creates a Damage 15 circular template explosion centered on the firing model.
Additionally, any even number rolled while calculating these arm checks means that the explosion was larger in scale, and will effect any unit within a circular template centered on the active model.
The actively firing model cannot dodge this explosion.
The gas was an experimental fuel to be used by an advanced flamethrower, capable of delivering typical devastation from within a bullet casing. Still in its prototype stages, we can only guess how flames caused by this gas will behave. This gas is incredibly flammable- god only knows what might set it off- and its spread through this entire section of the facility! Hold your fire!
Sleeper Agent:
The attacker must pick one of their units and place it on the enemies half of the board, with Hidden Deployment. Once the unit is revealed, it is treated as though it had Impersonation lvl 3, and gains the Veteren special skill. Once revealed/discovered, this unit cannot re-impersonate.
Whoever the traitor is, they're good. They infiltrated one of our tightest-guarded facilities and have been here for god knows how long. Keep your eyes peeled, soldiers. If you see him, report in at once: the bastard will not escape us this time.
The sleeper agent behaves as though under the "retreat" special rule.
Sabotage:
6 markers are scattered across the board as per the Lifeblood scenario, with the exception that all markers must land on the defenders half of the board. These markers represent places where an explosion could damage extremely sensitive research.
After the targets have been deployed, the defensive player chooses one, which is the Security System mainframe. The mainframe can be disabled by any specialist, and the sleeper agent in addition to the ammo types listed below.
Fire ammunition, shock ammunition, or D-Charges can be used to destroy these markers, as though they had 5 armor and 1 STR.
Each destroyed target confers the attacker one objective point. Each surviving target grants the defender 2 objective points.
End Game:
End game scenarios:
A): A player is put into retreat.
B ): The Security System is disabled and the sleeper agent escaped.
C): The Sleeper was killed, along with the attackers LT.
TIPS, BUGS AND TRICKS:
[spoiler=]
Bugs:
Tips:
-Firing weapons have a high chance to kill the unit firing the gun. Koalas, Mines, Hacking attacks, and CC specialists all have an advantage during this mission.
-Antipersonnel mines deal shock damage
-The sleeper agent will be the unit best in position to disable the security: but be careful of exposing him, as the price on his head is astronomical.
[/spoiler]
#5: 'Captain America'
_________ You've received intelligence that indicates that the defender has created a serum that can turn any being into a super soldier. Intelligence indicates that the machine itself is too large to steal, so high command is sending in a spec ops squadron to bring home its secrets.
Infiltration Scenario with a Resident-Evil-esque Twist
Attacker Briefing:
Intel has discovered some valuable information. The enemy has created a machine that emits calculated radion beams that enhance the physical and mental capabilities of a soldier. There is no way we could hope to replicate such a device without years of preparation, yet it cannot be allowed to remain in enemy hands. Send a strike team deep into the enemy facility. We can't take the machine with us, but if we enhance one of our units we can then take them back to our own scientific facility for study. Enhance one or more of your soldiers, and bring them back.
Defender Briefing;
Security has been tripped: there are intruders within the X-Soldier facility. That technology cannot be allowed to fall into enemy hands! Drive them out!
Objectives:
Attacker:
Destroy the Radion Disperser………………………………………………………………………….…………2 points
End the Game with a Schematic under your control……………………………………………….............…2 points
Escape with a SuperSoldier……………………………………………………………………………………….6 points
Defender:
Prevent any schematics from being under enemy control by the end of the game….............................…2 points
Destroy an enhanced soldier………………………………………….……………………………………………2 points
Put the enemy into retreat…………………………………………….…………………………………………….2 points
Secondary Objectives:
Destroy the RadionEnhancer…………………………….………………………………………….....…………1 point
Destroy a “Resident Evil” soldier………………………………………………………………………………….1 point
Create a SuperSoldier………………………………………………………………………………………….….1 Point
Kill more units than your opponent……………………………………………………………………...………..1 point.
The Board/Deployment:
Players deploy in standard 12-inch deep zones at each board edge.
For the attacker, infiltration begins creating cumulative dispersion modifiers past the DZ, and effects Superior infiltration as well. Impersonation can only deploy within the enemy DZ freely, else it obeys he same rules as infiltration.
Mechanized deployment is disallowed.
AD troops cannot deploy after the defenders first turn. Troops that disperse off the board at any point past the center line must pass an additional PH roll in order to renter the battlefield. Failure means that the unit passes directly into the “dead” state, and is removed from the board.
We don’t have time to infiltrate the AOE ahead of time. Go, send our specialists ahead if you must, but it will be luck more than anything should they succeed. This is a facility heavily guarded- should they get lost inside we may never see them again.
For the defender:
Infiltration and impersonation is disallowed.
__
__
There should be an enclosed room in the center of the board, that cannot be infiltrated, containing the Radion Disperser.
There should be 3 Database consoles placed on the defenders half of the board, 18 inches in, placed 12 inches from the boards edge, then 12 inches from that, and 12 inches from that.
he86.jpg
Special Rules
The Radion Disperser
The Radion Disperser (RD) should be represented by a marker or terrain piece directly in the centre of the board. Activating the disperser requires a successful WIP roll by an engineer troop only. Multiple orders may be spent this way.
Only a trained specialist could possibly make heads or tails of this machine: we had best bring our best engineers to bear or this mission will be a waste.
Syncing with the RD can be accomplished by any troop once it has been activated, with a successful PH+3 roll. Once a troop interacts with the RD, they pass into an “unconscious state” until the defenders first turn. (After the defenders first turn, this unconsciousness is skipped).
Success passes the soldier into “SuperSoldier” state, failure puts the troop type into “ResidentEvil” state.
Tags and REM troops cannot interact with the Radion Disperser
The Disperser can be destroyed by EXP or monofilament ammo as though it had 1 STR and 3 Armor
The disperser is a fragile piece of equipment, designed for laboratory work, not battlefield survivability. As the attacker, destroying the RD prevents future enemy access to it, requiring them to begin building it from scratch. As the defender, destroying it might be a necessary sacrifice to prevent your enemy from gaining access to it: you can always rebuild it later- they can not.
Quick Invasion
The attacking player goes first. The attacking player gets two turns at the beginning of the game, but cannot fire any shot or engage any enemy unit during these turns. Impetuous models cannot move during these turns.
A secondary specialist group has disabled their security, but we have an extremely narrow window. Getting out without raising the alarm is going to be impossible, but we can get as far in as possible until the alarm is tripped.
Impetuous troops are too... impetuous to be trusted. We might be able to use them to cover our retreat, but there is no room for error before the security systems are back online: keep your dogs on a leash, commander.
Security Systems
On the Defenders first turn, the facilities security systems are considered to be "activated". Any doors on the board are considered closed and locked to the attacker, either requiring a specialist WIP roll to open, or destruction via CC, EXP, or monofilament as though the door had 6 armor and 1 str. To the Defender, the doors open automatically without requiring an order.
Additionally, any attacking unit with camoflauge of any level has it reduced to mimetism. This does not effect any unit within the ZoC of a hacker. ODD is unaffected.
This facility is incredibly important, and as such was equipped with state-of-the-art Multispectral cameras.The facility is also set to lock-down upon any breach.
The doors can always be forced open, of course, but that will slow them down. Hacking devices create static interference that cannot be penetrated by the cameras.
SuperSoldier
The Radion Disperser worked! Protect this man, soldier. Get him out at all costs- and be careful. Now would not be suggested as being a good time for a field test.
A troop that passes into “SuperSoldier” state gains +2 BS, +2 PH, +2 WIP, Veteren, Meta Agility, Meta Chemistry, and the Natural Born Warrior special skills.
If at any point a SuperSoldier rolls an 13+ for a skill roll, that SuperSoldier becomes impetuous, irregular, and gains the “Berserk” special skill.
While in such a “berserk” state, any roll of 13+ will change the SuperSoldier into “ResidentEvil” state.
We have no idea how this Radion Disperser works. We have no idea what this super soldier is capable of, or any side effects that might occur. It can be tempting to use them to force your way out- but be careful.
Resident Evil
The radion disperser worked! Look at that man, he has the strength of-wait! What is happening!? No-NO! AAAARRRRRGH!
A troop in the “Resident Evil” state is considered "dead" to it's player, but remains on the board.
ResidentEvil troops cannot shoot, and gain Berserk, Impetuous, regeneration, +3 wounds, +3 CC, super jump, and +2 to their first movement skill.
Any “ResidentEvil” troops are moved in between each player turn.The unit will attempt to charge down the closest player model and engage in CC in the most direct fashion possible, ignoring cover and making no attempt to protect itself.
Schematics:
RD schematics are represented by 3 “console” markers on the defenders half of the board.
They can be activated by any specialist troop via a WIP+3 roll during the attackers first 2 turns, and a WIP-3 roll past the defenders first turn.
The information can be downloaded any number of times, and passed between any number of units.
Consoles cannot be interacted with via G:Servants, and repeaters confer a cumulative -6 WIP modifier.
End Game:
The game ends when either the Attacker can escape their board edge with a SuperSoldier, or the Defending player kills any super soldiers, and puts the enemy into retreat.
Intel has discovered some valuable information. The enemy has created a machine that emits calculated radion beams that enhance the physical and mental capabilities of a soldier. There is no way we could hope to replicate such a device without years of preparation, yet it cannot be allowed to remain in enemy hands. Send a strike team deep into the enemy facility. We can't take the machine with us, but if we enhance one of our units we can then take them back to our own scientific facility for study. Enhance one or more of your soldiers, and bring them back.
Defender Briefing;
Security has been tripped: there are intruders within the X-Soldier facility. That technology cannot be allowed to fall into enemy hands! Drive them out!
Objectives:
Attacker:
Destroy the Radion Disperser………………………………………………………………………….…………2 points
End the Game with a Schematic under your control……………………………………………….............…2 points
Escape with a SuperSoldier……………………………………………………………………………………….6 points
Defender:
Prevent any schematics from being under enemy control by the end of the game….............................…2 points
Destroy an enhanced soldier………………………………………….……………………………………………2 points
Put the enemy into retreat…………………………………………….…………………………………………….2 points
Secondary Objectives:
Destroy the RadionEnhancer…………………………….………………………………………….....…………1 point
Destroy a “Resident Evil” soldier………………………………………………………………………………….1 point
Create a SuperSoldier………………………………………………………………………………………….….1 Point
Kill more units than your opponent……………………………………………………………………...………..1 point.
The Board/Deployment:
Players deploy in standard 12-inch deep zones at each board edge.
For the attacker, infiltration begins creating cumulative dispersion modifiers past the DZ, and effects Superior infiltration as well. Impersonation can only deploy within the enemy DZ freely, else it obeys he same rules as infiltration.
Mechanized deployment is disallowed.
AD troops cannot deploy after the defenders first turn. Troops that disperse off the board at any point past the center line must pass an additional PH roll in order to renter the battlefield. Failure means that the unit passes directly into the “dead” state, and is removed from the board.
We don’t have time to infiltrate the AOE ahead of time. Go, send our specialists ahead if you must, but it will be luck more than anything should they succeed. This is a facility heavily guarded- should they get lost inside we may never see them again.
For the defender:
Infiltration and impersonation is disallowed.
__
__
There should be an enclosed room in the center of the board, that cannot be infiltrated, containing the Radion Disperser.
There should be 3 Database consoles placed on the defenders half of the board, 18 inches in, placed 12 inches from the boards edge, then 12 inches from that, and 12 inches from that.
he86.jpg
Special Rules
The Radion Disperser
The Radion Disperser (RD) should be represented by a marker or terrain piece directly in the centre of the board. Activating the disperser requires a successful WIP roll by an engineer troop only. Multiple orders may be spent this way.
Only a trained specialist could possibly make heads or tails of this machine: we had best bring our best engineers to bear or this mission will be a waste.
Syncing with the RD can be accomplished by any troop once it has been activated, with a successful PH+3 roll. Once a troop interacts with the RD, they pass into an “unconscious state” until the defenders first turn. (After the defenders first turn, this unconsciousness is skipped).
Success passes the soldier into “SuperSoldier” state, failure puts the troop type into “ResidentEvil” state.
Tags and REM troops cannot interact with the Radion Disperser
The Disperser can be destroyed by EXP or monofilament ammo as though it had 1 STR and 3 Armor
The disperser is a fragile piece of equipment, designed for laboratory work, not battlefield survivability. As the attacker, destroying the RD prevents future enemy access to it, requiring them to begin building it from scratch. As the defender, destroying it might be a necessary sacrifice to prevent your enemy from gaining access to it: you can always rebuild it later- they can not.
Quick Invasion
The attacking player goes first. The attacking player gets two turns at the beginning of the game, but cannot fire any shot or engage any enemy unit during these turns. Impetuous models cannot move during these turns.
A secondary specialist group has disabled their security, but we have an extremely narrow window. Getting out without raising the alarm is going to be impossible, but we can get as far in as possible until the alarm is tripped.
Impetuous troops are too... impetuous to be trusted. We might be able to use them to cover our retreat, but there is no room for error before the security systems are back online: keep your dogs on a leash, commander.
Security Systems
On the Defenders first turn, the facilities security systems are considered to be "activated". Any doors on the board are considered closed and locked to the attacker, either requiring a specialist WIP roll to open, or destruction via CC, EXP, or monofilament as though the door had 6 armor and 1 str. To the Defender, the doors open automatically without requiring an order.
Additionally, any attacking unit with camoflauge of any level has it reduced to mimetism. This does not effect any unit within the ZoC of a hacker. ODD is unaffected.
This facility is incredibly important, and as such was equipped with state-of-the-art Multispectral cameras.The facility is also set to lock-down upon any breach.
The doors can always be forced open, of course, but that will slow them down. Hacking devices create static interference that cannot be penetrated by the cameras.
SuperSoldier
The Radion Disperser worked! Protect this man, soldier. Get him out at all costs- and be careful. Now would not be suggested as being a good time for a field test.
A troop that passes into “SuperSoldier” state gains +2 BS, +2 PH, +2 WIP, Veteren, Meta Agility, Meta Chemistry, and the Natural Born Warrior special skills.
If at any point a SuperSoldier rolls an 13+ for a skill roll, that SuperSoldier becomes impetuous, irregular, and gains the “Berserk” special skill.
While in such a “berserk” state, any roll of 13+ will change the SuperSoldier into “ResidentEvil” state.
We have no idea how this Radion Disperser works. We have no idea what this super soldier is capable of, or any side effects that might occur. It can be tempting to use them to force your way out- but be careful.
Resident Evil
The radion disperser worked! Look at that man, he has the strength of-wait! What is happening!? No-NO! AAAARRRRRGH!
A troop in the “Resident Evil” state is considered "dead" to it's player, but remains on the board.
ResidentEvil troops cannot shoot, and gain Berserk, Impetuous, regeneration, +3 wounds, +3 CC, super jump, and +2 to their first movement skill.
Any “ResidentEvil” troops are moved in between each player turn.The unit will attempt to charge down the closest player model and engage in CC in the most direct fashion possible, ignoring cover and making no attempt to protect itself.
Schematics:
RD schematics are represented by 3 “console” markers on the defenders half of the board.
They can be activated by any specialist troop via a WIP+3 roll during the attackers first 2 turns, and a WIP-3 roll past the defenders first turn.
The information can be downloaded any number of times, and passed between any number of units.
Consoles cannot be interacted with via G:Servants, and repeaters confer a cumulative -6 WIP modifier.
End Game:
The game ends when either the Attacker can escape their board edge with a SuperSoldier, or the Defending player kills any super soldiers, and puts the enemy into retreat.
#5: War of the Immortals:
_______ The enemy seems to have discovered some way of making a soldier immortal.
Super-Soldiers in an Active Warzone
Attacker Briefing:
Our opponents have launched a full scale invasion of an isolated border planet. Our forces on the ground had a significant advantage, and yet, we are losing. There are reports that the enemy is fielding a new type of soldier: despite multiple confirmed kills on the thing it appears to keep coming back from the dead, and is single-handedly turning the tide.
Skirmisher observers on the ground have located a heavily armored personnel carrier, which appears to be this soldiers base of command. It is heavily guarded by at least one special forces unit: we cannot get close enough to establish how many and how heavily armed, so proceed with extreme caution.
We’re sending a special soldier with you. Despite our enemies sabotage efforts, we have managed to refine our soldier enhancement formula, and we have a Volunteer who successfully integrated the serum, and this operation will double as a test of his capabilities. You are to allow the Volunteer free rein of movement, but protect him at all costs.
A final reminder: You are entering an active war zone. Tactical Armored Gear units are not the biggest weapons being used down there, and nowhere near the most powerful. Use extreme caution as you procede.
Defenders Briefing:
We have some idea what sort of compounds were being used in the enemies supersoldier serum. However, despite our best efforts, we could not replicate their work. However, engineers studying an Avatar wreck have made immense breakthroughs: We have discovered a way to immediately preserve the mind of a soldier upon their death, and download it into a waiting drive instantaneously- similar to the Mnemonica skill exhibited by their EI aspects.
We’ve launched an invasion on a mostly unimportant border planet, but that invasion is only a mask for Subject 14’s first field test. We have a personnel carrier holding a number of specially modified clones, each of them with what we call the “Cube 2.5”.
Your job is primarily to protect our asset. Establish a peremeter and drive back any intruders. Multispectral visors have spotted skirmishers scouting your position, and we have a strike team inbound. Infared is showing an unusual heat signature onboard one of their dropships, so be careful with this one, commander.
Deployment/The Board:
The attacking player has a standard 12-inch deployment zone opposite the defenders base.
The defending player has a personnel carrier on their half of the board, placed where they desire. The Carrier should be at least 6 inches long, and capable of providing Total Cover to a TAG unit. The defending player deploys their forces within 8 inches of the carrier.
ny9b.jpg
Special Mission Rules:
War Zone:
This operation is taking place within a full scale battle: The battlefield is measured as being a “Lethal” hostile environment. Units that are prone receive a traditional armor bonus.
When calculating damage caused by the hostile environment, any die roll of 11-14 create 13 damage in a circular template centered on any active model(s), ignoring cover.
When calculating damage caused by the Hostile environment, any die roll of 20 results in a Damage 15 EXP/T2 circular template centered on the active model(s), ignoring cover.
Battle rages across the surface of the planet. While the AOE is slightly isolated from the main conflict, it is not exempt from it. Orbiting ships are firing at the planet surface, and any other stray artillery or infantry shot could easily incapacitate your soldiers. While the artillery and infantry guns might injure your troops, it would take inhuman luck in order to survive an orbital strike. Keep your head down, commander.
Subject 14
Subject 14 can be any non-REM-non-WB-non-TAG unit in your army. The model automatically loses all but one of its wounds.
Subject 14 gains a Cube 2.5, and is susceptible to sepitorising. In addition, Subject 14 gets ODD, Veteren, Mechanized Deployment, Meta-Agility, Martial Arts lvl 3, a EXP/T2 CC weapon, +2 to its first MOV value, Hyper-Dynamics lvl 1, is a Repeater, gets +6 BTS, a MultiSpectral Visor lvl 2, 360 Visor, X-2 Visor, and a Nanoscreen. The ODD replaces any level of Camo the Subject already has.
Subject 14 can be hacked as though it were a standard Remote, and is susceptable to E/M ammunition. A Failed
Arm save against Shock ammunition automatically renders Subject 14 dead.
When Subject 14 dies, remove his model from the table. At the beginning of your next turn, return Subject 14 to the battlefield, in base contact with the Armored Personnel carrier.
Subject 14 acts in its own separate command group, and acts with 4 order per turn. If Subject 14 had just been reinitiated after death, instead it acts with 2 orders.
Subject 14 was outfitted with the greatest technology available in the Human Sphere. He is a marvel of electronics and yet still carries the heart and mind it began with. The advancements had the unfortunate side effect of also making the subject a little fragile. It can keep moving after it has sustained damage, but not to the extent of standard heavy infantry or TAG units. Despite this, robotic limbs and enhancements have made Subject 14 faster, and far more maneuverable than most people.
The Volunteer
The Volunteer can be any non-REM-non-WB-non-TAG unit in your army.
The Volunteer gains +2 wounds, +1 to their first movement skill, Hyper Dynamics lvl 9, an EXP/Viral CC weapon, +2 BS, +2 WIP, Sixth Sense lvl 2, Martial Arts lvl 3, Super Jump, +2 PH, Veteren, regeneration, automedikit, holoprojector lvl 1, and Total Immunity.
The Volunteer has mimetism so long as it has cover. This mimetism stacks with any ODD or any level of Camouflage, but is lost after any order spent while in that cover (including ARO orders). This resets at the beginning of each players turn.
Any roll of 18+ grants the Volunteer ‘Berserk’, and ‘Impetuous’.
In this ‘berserk’ state, any roll of 15+ causes the Volunteer to perform a willpower check. Failure renders the Volunteer uncontrollable, and gains +2 wounds but loses the ability to fire any of its weapons. In between each player turn, the Volunteer will automatically charge for and attempt to CC with the closest unit (friend or foe), ignoring cover and making no attempt to protect itself.
The Volunteer is a superhuman. Capable of taking far more punishment than standard people, the Volunteer has highly genetically enhanced senses, allowing for incredible reaction time. Enhancements to the Volunteer’s eyes and brain have also enhanced his ability to shoot, and make decisions on the battlefield. We have also modified his actual flesh, allowing the Volunteer to blend with his environment. Quick movement will cause the camouflage to fade, however.Despite massive improvements over the prototype, there is still a risk that battlefield stress could turn the Volunteer into a… a bloodthirsty being beyond our control, so keep an eye on them, commander.
Hammer vs Needle:
At the end of each round, players can make a WIP-9 roll, based on the WIP of their LT. If they succeed, then on their next turn, any killed infantry unit that was killed during Combat can re-enter the battlefield on that players deployment zone. They use their own orders to enter play. All units entering play in this fashion do so in a separate command group from the rest of the players force. (For example. During the Haq active turn, a Lasiq sniper killed 3 PanO Fuseliers. At the end of that player round, the PanO LT succeeds in his WIP roll. The 3 Fuseliers re-enter play, making their own separate command group of 3. During that round, the PanO player loses a Guardo de Assaulto. The LT again succeeds in his WIP roll, and the Guardo enters from the board edge, making his own command group. If the LT failed his roll for the fuseliers, but succeeded for the Guardo, the Guardo would enter play with the fuseliers, making a separate command group of 4).
The one good thing to come of this being a wartime operation, and not a typical special forces run: command has access to innumerable reinforcements. If you suffer losses, feel free to radio in for reinforcements. You’ll be lucky if you can get past the opponents radio blockage, but if you do, then Command can send you some dropships.
Defensive Perimeter:
Any MI, HI, SK, or TAG units in the defending players army gains the ability “minelayer”, and 3 antipersonnel mines.
Dropship Support:
The attacking player will be initially deployed via dropship. During the deployment phase, the attacking player may deploy any of his infantry units as though they had AD:3. The units cannot deploy within the DZ of the defending player, and any units landing in LoF can be reacted upon. The Attackers LT gains the ability AD:4: Tactical Jump.
Personnel Carrier:
The Personnel carrier has 13 armor, 9 bts, 3 str, and a triple ECM (ECM x 3, making for an ECM roll of 15). It is susceptible to all forms of ammunition.
Guard that carrier with your lives, men. Within are all of the clones implemented with the Cube 2.5. Destruction of the Carrier is not an option.
End Game:
The game ends when either the attacking player destroys Subject 14 and the Antipersonnel carrier, or when the Defending player kills the Volunteer and the game has passed its third game turn.
Tips or Bugs:
[spoiler=]
Tips:
Bugs:
Many things in this mission may appear to be OP. I have not tested this mission myself, and despite theoretical balancing it may need to be tweaked still.
Our opponents have launched a full scale invasion of an isolated border planet. Our forces on the ground had a significant advantage, and yet, we are losing. There are reports that the enemy is fielding a new type of soldier: despite multiple confirmed kills on the thing it appears to keep coming back from the dead, and is single-handedly turning the tide.
Skirmisher observers on the ground have located a heavily armored personnel carrier, which appears to be this soldiers base of command. It is heavily guarded by at least one special forces unit: we cannot get close enough to establish how many and how heavily armed, so proceed with extreme caution.
We’re sending a special soldier with you. Despite our enemies sabotage efforts, we have managed to refine our soldier enhancement formula, and we have a Volunteer who successfully integrated the serum, and this operation will double as a test of his capabilities. You are to allow the Volunteer free rein of movement, but protect him at all costs.
A final reminder: You are entering an active war zone. Tactical Armored Gear units are not the biggest weapons being used down there, and nowhere near the most powerful. Use extreme caution as you procede.
Defenders Briefing:
We have some idea what sort of compounds were being used in the enemies supersoldier serum. However, despite our best efforts, we could not replicate their work. However, engineers studying an Avatar wreck have made immense breakthroughs: We have discovered a way to immediately preserve the mind of a soldier upon their death, and download it into a waiting drive instantaneously- similar to the Mnemonica skill exhibited by their EI aspects.
We’ve launched an invasion on a mostly unimportant border planet, but that invasion is only a mask for Subject 14’s first field test. We have a personnel carrier holding a number of specially modified clones, each of them with what we call the “Cube 2.5”.
Your job is primarily to protect our asset. Establish a peremeter and drive back any intruders. Multispectral visors have spotted skirmishers scouting your position, and we have a strike team inbound. Infared is showing an unusual heat signature onboard one of their dropships, so be careful with this one, commander.
Deployment/The Board:
The attacking player has a standard 12-inch deployment zone opposite the defenders base.
The defending player has a personnel carrier on their half of the board, placed where they desire. The Carrier should be at least 6 inches long, and capable of providing Total Cover to a TAG unit. The defending player deploys their forces within 8 inches of the carrier.
ny9b.jpg
Special Mission Rules:
War Zone:
This operation is taking place within a full scale battle: The battlefield is measured as being a “Lethal” hostile environment. Units that are prone receive a traditional armor bonus.
When calculating damage caused by the hostile environment, any die roll of 11-14 create 13 damage in a circular template centered on any active model(s), ignoring cover.
When calculating damage caused by the Hostile environment, any die roll of 20 results in a Damage 15 EXP/T2 circular template centered on the active model(s), ignoring cover.
Battle rages across the surface of the planet. While the AOE is slightly isolated from the main conflict, it is not exempt from it. Orbiting ships are firing at the planet surface, and any other stray artillery or infantry shot could easily incapacitate your soldiers. While the artillery and infantry guns might injure your troops, it would take inhuman luck in order to survive an orbital strike. Keep your head down, commander.
Subject 14
Subject 14 can be any non-REM-non-WB-non-TAG unit in your army. The model automatically loses all but one of its wounds.
Subject 14 gains a Cube 2.5, and is susceptible to sepitorising. In addition, Subject 14 gets ODD, Veteren, Mechanized Deployment, Meta-Agility, Martial Arts lvl 3, a EXP/T2 CC weapon, +2 to its first MOV value, Hyper-Dynamics lvl 1, is a Repeater, gets +6 BTS, a MultiSpectral Visor lvl 2, 360 Visor, X-2 Visor, and a Nanoscreen. The ODD replaces any level of Camo the Subject already has.
Subject 14 can be hacked as though it were a standard Remote, and is susceptable to E/M ammunition. A Failed
Arm save against Shock ammunition automatically renders Subject 14 dead.
When Subject 14 dies, remove his model from the table. At the beginning of your next turn, return Subject 14 to the battlefield, in base contact with the Armored Personnel carrier.
Subject 14 acts in its own separate command group, and acts with 4 order per turn. If Subject 14 had just been reinitiated after death, instead it acts with 2 orders.
Subject 14 was outfitted with the greatest technology available in the Human Sphere. He is a marvel of electronics and yet still carries the heart and mind it began with. The advancements had the unfortunate side effect of also making the subject a little fragile. It can keep moving after it has sustained damage, but not to the extent of standard heavy infantry or TAG units. Despite this, robotic limbs and enhancements have made Subject 14 faster, and far more maneuverable than most people.
The Volunteer
The Volunteer can be any non-REM-non-WB-non-TAG unit in your army.
The Volunteer gains +2 wounds, +1 to their first movement skill, Hyper Dynamics lvl 9, an EXP/Viral CC weapon, +2 BS, +2 WIP, Sixth Sense lvl 2, Martial Arts lvl 3, Super Jump, +2 PH, Veteren, regeneration, automedikit, holoprojector lvl 1, and Total Immunity.
The Volunteer has mimetism so long as it has cover. This mimetism stacks with any ODD or any level of Camouflage, but is lost after any order spent while in that cover (including ARO orders). This resets at the beginning of each players turn.
Any roll of 18+ grants the Volunteer ‘Berserk’, and ‘Impetuous’.
In this ‘berserk’ state, any roll of 15+ causes the Volunteer to perform a willpower check. Failure renders the Volunteer uncontrollable, and gains +2 wounds but loses the ability to fire any of its weapons. In between each player turn, the Volunteer will automatically charge for and attempt to CC with the closest unit (friend or foe), ignoring cover and making no attempt to protect itself.
The Volunteer is a superhuman. Capable of taking far more punishment than standard people, the Volunteer has highly genetically enhanced senses, allowing for incredible reaction time. Enhancements to the Volunteer’s eyes and brain have also enhanced his ability to shoot, and make decisions on the battlefield. We have also modified his actual flesh, allowing the Volunteer to blend with his environment. Quick movement will cause the camouflage to fade, however.Despite massive improvements over the prototype, there is still a risk that battlefield stress could turn the Volunteer into a… a bloodthirsty being beyond our control, so keep an eye on them, commander.
Hammer vs Needle:
At the end of each round, players can make a WIP-9 roll, based on the WIP of their LT. If they succeed, then on their next turn, any killed infantry unit that was killed during Combat can re-enter the battlefield on that players deployment zone. They use their own orders to enter play. All units entering play in this fashion do so in a separate command group from the rest of the players force. (For example. During the Haq active turn, a Lasiq sniper killed 3 PanO Fuseliers. At the end of that player round, the PanO LT succeeds in his WIP roll. The 3 Fuseliers re-enter play, making their own separate command group of 3. During that round, the PanO player loses a Guardo de Assaulto. The LT again succeeds in his WIP roll, and the Guardo enters from the board edge, making his own command group. If the LT failed his roll for the fuseliers, but succeeded for the Guardo, the Guardo would enter play with the fuseliers, making a separate command group of 4).
The one good thing to come of this being a wartime operation, and not a typical special forces run: command has access to innumerable reinforcements. If you suffer losses, feel free to radio in for reinforcements. You’ll be lucky if you can get past the opponents radio blockage, but if you do, then Command can send you some dropships.
Defensive Perimeter:
Any MI, HI, SK, or TAG units in the defending players army gains the ability “minelayer”, and 3 antipersonnel mines.
Dropship Support:
The attacking player will be initially deployed via dropship. During the deployment phase, the attacking player may deploy any of his infantry units as though they had AD:3. The units cannot deploy within the DZ of the defending player, and any units landing in LoF can be reacted upon. The Attackers LT gains the ability AD:4: Tactical Jump.
Personnel Carrier:
The Personnel carrier has 13 armor, 9 bts, 3 str, and a triple ECM (ECM x 3, making for an ECM roll of 15). It is susceptible to all forms of ammunition.
Guard that carrier with your lives, men. Within are all of the clones implemented with the Cube 2.5. Destruction of the Carrier is not an option.
End Game:
The game ends when either the attacking player destroys Subject 14 and the Antipersonnel carrier, or when the Defending player kills the Volunteer and the game has passed its third game turn.
Tips or Bugs:
[spoiler=]
Tips:
Bugs:
Many things in this mission may appear to be OP. I have not tested this mission myself, and despite theoretical balancing it may need to be tweaked still.
[/spoiler]
[/spoiler]
will update as i have the time