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Random Assortment of Scenarios for Your Viewing Pleasure

Discuss the official campaign set Paradiso, ITS, as well as user-made alternatives, such as YAMS.
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Random Assortment of Scenarios for Your Viewing Pleasure

by Tevesh » July 20th, 2014, 8:02 am

General Scenario Rules
All Civilians are Hostile except to Doctors, Lt's and Chain of Command. Civilian deaths cause an auto-lose by the responsible party.

Security Remotes are always BS 11 WIP 12 ARM 2 BTS -3 STR 1 Total Reaction 360 Visor Electric Pulse Combi Rifles. They are the height of a base and always come in sets of 4.

When selecting a variable terrain scenario, as some scenarios allow for the battle to take place in one location or another, it is up to the players to agree to which condition the game will take place on. For example, Hot Potato allows players to encounter a Deep Sea or Zero-G type of terrain, the two players should agree to which terrain type after agreeing to such a variable match. Both players should be on the same page on the type of terrain before list building even occurs.

For Hostile, choose whatever you're comfortable with, but I usually use Dangerous (18+) with BTS 10 Damage hit.

Note: If you are new to the game, ignore terrain or Hostile rules, but if you are not then I employ you to try them out. It really adds to the feel of each Scenario.

Scenario: Data Recovery
Uses the Scenario Rules from Paradiso Mission 101: Data Recovery.

Scenery:
Data Recovery is the analysis of strange ruins in a jungle. When creating the table, at least one-third of the table must use Jungle Terrain with varying difficulties. To cover one third of a table, fill a third of the table before the game and then distribute across the entirety of the table.

Suggestions would be: 3-4 Level 1 Difficulty, 3-4 Level 2 Difficulty with Low Viz, and 1-2 Level 3 Difficulty with Zero Viz. LoF should be blocked between the three objectives.

Deployment:
There are no deployment restrictions.

Scenario: Hidden Witness
Uses the Scenario Rules from Paradiso Mission 202: Hidden Witness.

Objectives:
Security Remotes are a Y/N condition, not per.
Security Gates are a Y/N condition, not per.
The Main Console exists but does not provide VP.
All other points and win conditions are the same.

Scenery:
Hidden Witness takes place in a secure level of a government facility. The Security Remotes should have LoF to the Security Gates, otherwise design the board to be close quarters of an office.

The Safe Room is considered Hostile. The Safe Room has a Main Console. If the Main Console is activated, it deactivates the Hositlity of the Safe Room and Security Remotes but does not contribute VP.

Deployment:
Impesonation and Infiltration cannot be placed within 4" of the middle room. Mechanized Deployment cannot be used.

Airborn Deployment uses Elevators. Two Elevators in each DZ, 12" from the edge. Three Elevators on the side, every 12".

Scenario: Hot Potato
The ancient vessel has been critically damaged, neither security or the attacking forces have time to put repairs on before grabbing the intel. Once the ship has stabilized, our specialists can analyze the data but a copy is just as useful as the real deal.

Objectives:
Conquer the Terminal Room (3 VP)
Dispute the Terminal Room (1 VP)
Have the Data (2 VP)

At the end of four turns, count up VP.

Conquer the Terminal Room:
If you have a non-Ghost: Sync, non-Marker model alone in the terminal room when the game ends, you have Conquered the Terminal Room.

Dispute the Terminal Room:
At the end of the game, if both players have models inside the Terminal Room, the player with the most points is to have Disputed the Terminal Room. G: Sync models do not count, but Markers do.

Have the Data:
The Data can be extracted from the Terminal by a model in base contact with the terminal. Hackers and Models with Repeater must succeed a Short Skill Normal WIP-3 roll while Engineers and Forward Observers may succeed at a Short Skill Normal WIP roll.

The Data cannot be copied, it can only be “Cut and Paste.” Its behaviour is like the ball in a football match. The Data can only be transferred to another Hacker or Model with Repeater if it is in a ZoC, always spending a Short Skill. The Data can be stolen from an enemy Hacker through a successful Anti-Hacking Protocols or enemy Repeater through a successful Immobilization

Engineers and Forward Observers may not pass the data unless it is in base contact with a friendly model; however, their data cannot be stolen through Anti-Hacker Protocols or Immobilization. Passing the Data in this fashion is a Short Skill.

G: Servants cannot extract or pass the data.

Scenery:
Hot Potato occurs during a boarding action of a damaged ship. The crew and the pirates are scrambling for this important piece of information. The players upon agreeing to duel over Hot Potato may choose Space Vessel or Sea Vessel. Create a very claustrophobic environment, a Sniper Rifle should never be considered on this map while a Boarding Shotgun would be worthwhile.

In the case of a Space Vessel, oxygen is slowly be vented. Models not within scenery elements, such as rooms or hallways, are considered to be in Hostile Terrain. On the 3rd Turn, areas that are considered to be Hostile Terrain become Zero-G terrain. Troops with Multiterrain: Zero-G ignore the Hostility levels.

In the case of a Sea Vessel, the rooms are slowly filling with water. On the first turn, areas that are not considered to have Scenery Elements, such as rooms or hallways, are in Level 1 Water. On the second turn, Scenery Elements are Level 1 Water, while areas without Scenery are considered Level 2 Water. Continue this trend until on the final turn both areas are filled with Level 3 Water. The Terminal Room is never affected Water.

Deployment:
Troops with Impersonation, Infiltration, Mechanized Deployment and Airborn Deployment may not be deployed within 4" of the Terminal Room.

The IFF on Mines and Crazy-Kaolas does not function within 4" of the Terminal Room. They will detonate on any Orders or AROs performed by any models.

Note: This was the first published scenario by CB but I've spruced it up with terrain elements.

Scenario: Plucked Fruit
Digesters have many useful secrets. Quickly gather as much as possible, our recently deceased informant was not only selling to the highest bidder. Be aware that Digerster nodes have strange properties.

Objectives:
Players need to pull at least one Node per turn. Nodes are placed on the opponent's board side. When Nodes are pulled, put an indication marker. At the end of your turn, roll a PH 12 roll to see if the landing area of the Node scatters.

Forward Observers, Lts and Chain of Command models may pull a Node as a Short Skill. Any model may upload a Node as a Short Skill if they are in Base-to-Base. Uploaded Nodes are worth 1 VP.

At the end of four turns, count up VP.

Scenery:
The players are fighting at the base of a strange, organic Digester. Use a lot of organic shapes with buildings being used in deployment zones.

The entire table should be in Low Visibility. The strange glowing Digester Nodes causes any models within ZoC of a Node to be considered to not be in Low Visibility. Models still benefit from Skills and Equipment that hamper detection, such as ODD, TO Camouflage and Mimetism.

Deployment:
There are no Special Rules for Deployment.

Note: Endalyon created this scenario. It is probably the best mix of complicated enough to be more than 'pew pew' but not so crazy you need a flow chart for each portion. I would recommend playing without the Low Visibility but when I originally ate the scenario, I added that. So I kept it in this re-post.

Scenario: Environmental Consciousness
​It would be embarrassing for those Nomad lunatics if the Haqqislam ambassador's compartment was vented. Make it happen, just beware of the security that is probably on its way to intercept.

Objectives:
Annex the Control Panels (1 VP per Panel)
Destroy Security Remote (1 VP - Y/N)

At the end of four turns, count up VP.

There are three Control Panels in the combat zone, Models may only acquire Neutral Control Panels and all Control Panels begin Neutral.

To Acquire a Control Panel, an Engineer, Hacker, Engineer through a G:Servant or Hacker through a Repeater that is in base contact must pass a Short Skill Normal WIP Roll. Acquisition of Neutral Panels cannot be performed while Immobilized, Blinded or in Close Combat.

Enemy Aquired Control Panels may be returned to a Neutral state by a Repeater within ZoC, an Engineer in base contact or a Forward Observer within LoF by spending a Short Movement Skill. Reset of Acquired Panels cannot be performed while Immobilized, Blinded or in Close Combat.

Enemy Acquired Control Panels and Neutral Control Panels cannot be Reset or Acquired if an enemy Engineer is in base contact, an enemy Repeater is within ZoC or an enemy FO had LoF to the Control Panels. Denial of Reset or Acquisition of Control Panels cannot be performed while Immobilized, Blinded or in Close Combat.

Repeaters do not need to be from Remotes but may be from Deployable Repeaters. Repeaters only reset Neutral Consoles or deny Reset or Acquisition if that army has a Conscious Hacker. G:Servant Remotes do not deny Reset or Acquisition.

Scenery:
The edges of the board should be industrial with the centre being more natural. Nomad aesthetics likes the idea of an environment control area look like a natural environment. The four Security Remotes that have been distributed at choke points even look like dangerous animals.

Deployment:
Players cannot use Impersonation or AD3. Units that may only enter the board through Combat Jump, such as Netrods or AI Beacons, may still utilize Combat Jump as part of equipment previous agents left behind.

Note: Hackers have Repeaters.

Scenario: Sultan's Pendulum
Water, a resource that is ignored by most populations due to its bountiful nature, is still very respected on Bourak. An army may crawl on its belly, but it still may die of thirst. The amount of water in this location makes it prime real estate and our opposition is not willing to give it up.

Objective:
All players begin with 3 VP.

Players gain or lose VP at two distinct times: at the end of the second Game Turn and at the end of the fourth Game Turn.

Models that do not begin on the board due to being a Marker or AD do not check for control. These models help strike at the enemy, but not not help you score VP.

2nd Turn Scoring:
If you have no models outside any DZ, lose 1 VP. If you have 2+ models outside any DZ, gain 1 VP.

4th Turn Scoring:
If you have no models within 6" of the centre line, lose 1 VP. If you have 2+ models within 6" of the centre line, gain 1 VP.

If both players are tied at the end of the fourth round, play 2 more rounds. If both players are tied at the end of those rounds, play two more and so on until a victor is decided.

Scenery:
Place three bodies of Level 2 Water and ensure that they're within 6" of the centre line. In the centre of these bodies of Water place a Marker.

The rest of the board is Level 1 Desert. Models that double move trigger Hostile, models that do not end the turn in Cover trigger Hostile. If a model is within ZoC of a Water Marker, they ignore Hostile. Models with Multiterrain: Desert ignore this Hostile.

Whoever won Deployment may place two Dust Devil Round Templates anywhere within 6" of the centre line. They took the time to scout the better avenue but lost the initiative of an attack. Dust Devils are considered to be Hostile Zero Visibility Zones that Water or Multiterrain: Desert does not prevent.

Beginning on the 2nd Game Turn, and every Game Turn since, the player who won Deployment will roll a d20 for each Dust Devil. On an 9, remove the Dust Devil from the game as it disperses. On a 10+, move the Dust Devil 4" going by the second digit on the d20 and rotate the Dust Devil's orientation afterwards. Models that the Dust Devil goes over trigger Hostile that Water or Multiterrain: Desert does not prevent.

Deployment:
There are no Deployment Restrictions but models that began off the board are unable to score, such as AD or Camouflaged units.

Note: Penemue created the Pendulum portion of the Scenario, I spruced it up with Environmental factors. The scenario is quite playable by ignoring Water and the Dust Devils but also removes the flavour of securing a forward base on Bourak.

Scenario: Secure the Safe House
In the centre of an unsuspecting peaceful NeoTerran suburb, there was a Safe House. Unfortunately, information has been leaked and now teams are scrambling to secure that Safe House. Will the owners be able to retrieve information or will it fall into the hands of their 'allies'?

Objective:
Starting on the 2nd Game Turn, players gain 1 VP if they have a model within 8" of the Safe House at the end of their turn. If a player did not gain VP at the end of their turn, the game ends on that Game Turn.

Scenery:
Build an idyllic suburb your forces are going to fight over.

The IFF on Crazy Kaolas and Mines are disabled within 8" of the Safe House. They will detonate on any Orders or AROs performed by any models.

Deployment:
Models with AD, Impersonation, Infiltration and Deployable Weapons cannot be deployed within 8" of the Safe House. Deployable Weapons may be deployed after Deployment.

Note: This is a very simple scenario that is a step up from 'let's just shoot each other' and that's why I think it does a pretty good job to introducing the concept that Infinity is about going for objectives, not kills. To increase the difficulty of the scenario, make it so that only Specialists qualify for VP gain.

Scenario: Securing Satori Scientists
It has been leaked that the YuJing State Empire has overlooked guarding a particular science station on their Satori moon base. Get in there, gather up as many Civilians as you can and wait for extraction. Unfortunately, it seems that everyone knows about the mess.

Objective:
There are 7 Civilians within the base. The Civilians would die if they leave the base by entering a Deployment Zone. Each synced Civilian is worth 1 VP at the end of the game. Impetuous models are unable to Sync with Civilians. Civilians are Hostile unless the model is a Lt., has CoC or is a Doctor.

At the end of 4 turns, count up VP.

Scenery:
Deployment Zones should be using mountainous terrain that is appropriate of the moon base Satori. Figures are equipped with specialized equipment that makes travelling in this for a short period safe but the Civilians lack such equipment. If brought out of the base, they would die.

Fill the centre with hallways and rooms to make a facility of some kind. Block all LoF from each DZ with this faciliy with a few doors on each side to allow for units to enter.

Deployment:
Prior to Deployment but after creating the table, place 1 Civilian in the centre with four Civilians 12" away. The Player that chose Deployment scouted a better location and prior to Deployment would place the remaining 2 Civilians.

Mechanized Deployment and Infiltration is forbidden within the compound; however, Impersonators are permitted.

Note: Penemue created scenario for our Satori campaign.

Scenario: Control the Signal
Winning hearts and minds is less costly than sending troops in to secure a city. We want to control the propaganda of nearby settlements so deal the security forces and gain control of the signals.

Objective:
Starting at the end of the 2nd Game Turn, model with Forward Observer or a Hacking Device may score VP at the end of each Game Turn. At the end of Game Turns, the closest Model that is not a Marker to an Antenna scores 1 VP for its controlling player. Models that are considered to be the closest for one Antenna do not count for another.

Models that are in Deployment Zones do not count for controlling Antennas.

At the end of four turns, count up VP.

Scenery:
Place an Antenna Marker in the centre of the board. Deploy two more Antenna Markers 12" on centre line away from the centre Marker.

This takes place outdoors. Use forest, tundra, jungle, mountainous, whatever.

Deployment:
There are no special rules for Deployment.

Note: Penemue made the scenario without Specialist consideration. Thinking about it, if this is about twisting information then only Hackers and Forward Observers would really be able to influence it.
Tevesh
 
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Re: Random Assortment of Scenarios for Your Viewing Pleasure

by Ben Lehman » July 20th, 2014, 8:19 pm

Cool stuff! Thank you for posting it.
Ben Lehman
 
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