v0.1
Author: WiseKensai
The rogue AI Brutus has taken control of the West Coastline defense batteries as part of its strategy to enforce the blockade on the city of New Hypatia. You are tasked to run the blockade and smuggle one of our key personnel, a real High Value Target (HVT), through the defense batteries. Be warned, the defense batteries are designed to prevent this exact type of activity!
Brutus must have done something to bypass the security software on the defense batteries as well. They should have been hardened against this sort of attack. As a secondary objective, see if you can collect a system log from the defense battery Command Console. It will take a trooper with special training as well as time, so make sure you plan to cover whoever it is doing the work!
We are certainly not the only team interested in gathering intelligence near the West Coastline defensive batteries. You have your classified objectives on your comlog as well.
There is one S5 Command Console in the center of the table. It be represented by a scenery item (such as the Supply Boxes of the ITS Objective Pack Alpha, the Tech Crates by Micro Art Studio, the Gang Tie Containers by Bandua Wargames, the Supply Boxes by Warsenal or the Cargo Crates by Customeeple).
Disable Defense Battery |
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Short Skill, Attack. |
Requirements
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Effects
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A Console is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. So there cannot be any enemy Troopers in Silhouette contact with the Console. Models in a Null State cannot control the console.
This scenario requires the controlling Trooper to be a Hacker, Engineer, Doctor, Forward Observer, Paramedic, or have the Chain of Command or Specialist Operative skill. The Key Ops also counts. However, denying the controlled state is possible with any trooper.
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops.
Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops.
These Batteries are fixed to the floor and cannot move. They must be represented by a Model or piece of scenery with the same Silhouette value. They may not benefit from cover. They will automatically fail saves from PARA ammunition types and cannot declare Dodge to cancel the Imm-A state. When Possessed, they may be repaired by a friendly engineer.
The Defensive Batteries are considered TAGs. When they are not possessed, they are considered hostile to both players. They will declare whatever ARO is possible, using the following priority order:
When the STR Attribute value of a Defense Battery is 0 or less, it is removed from the game table.
Defense Batteries are considered TAGs for the purposes of Hacking. When Possessed, the Defense Battery statline does not change.
Defense Battery | ||||||||
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MOV | CC | BS | PH | WIP | ARM | BTS | STR | S |
-- | 10 | 10 | -- | 13 | 4 | 3 | 2 | 2 |
Equipment: 360 Visor | ||||||||
Skills: Total Reaction - Gizmokit (PH=10) | ||||||||
BS Weapons: Mk12 | ||||||||
Melee Weapons: Para CCW (-3) |
The Key Ops is a special tactics operator with unique training to conduct multi-domain reconnaissance and combat across the full spectrum of conflicts.
At the end of the Deployment Phase, in Initiative order, players must declare which Trooper from their Army List is their Key Ops. The Trooper chosen must be always one of the models deployed on the game table. Players are not allowed to choose Troopers in Hidden Deployment or in Marker state. This Trooper must always be on the game table as a Model and not as a Marker (Camouflaged, Holoecho…). Also, Irregular Troops and those whose Troop Type is REM are not eligible to be Key Ops.
The Key Ops possesses the Dodge (+3) and Tactical Awareness Special Skills, even if those are not listed on their Unit Profile. These Special Skills are not cumulative, if the Trooper already has them, then they are not applied.
The Key Ops is identified with a Player A or B Marker.
This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.
If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.