The next mission will be an adaptation of the following scenario from Beasts of War
Prisoner P-09
We are adapting it by making the objective room (8*8) the target instead of the larger (12*12) one in the scenario, and with the following rules...
Prisoner Rescue
Board Set-up
An 8"x8" objective room should be set up in the center of the board. The 4 prisoners are in stasis tubes in each corner. The defender makes a note which one is the Important Prisoner. 2 Small stairways should be placed at the edge of the board, 12" on from the Ariadnan table edge. These are exits to the roof-top landing pad. 1 Console should be placed 4" either side of the objective room. One is the access console, and the other the security console. The defender chooses which is which after the board has been set up, but makes it clear to the attacker which is which.
Deployment
The Ariadnan main force does not deploy until the doors are open. Once the doors are open, the Ariadnan second wave can deploy at the start of the turn after the system has been compromised, within their total movement score (e.g. 8" if movement 4-4) of any table edge in their deployment zone, but not outside the 12" deployment area.. This represents them moving into position as soon as the shuttle lands. Remember the attacking force goes first.
Scouting Force
The Ariadnan scouting force can consist of any troops with Infiltrate or AD skills. It is limited to not more that 1/2 the models in the force, and no matter what can not be more than one combat group. These can deploy as follows.
AD Troops: These deploy as above, but can be deployed in the first turn and do not have to wait for the doors to open. This represents them fast-roping or other fast insertion techniques prior to the shuttle landing.
Infiltrating troops: these may infiltrate as normal but get an extra -6 modifier on top of any other modifiers that may apply. A failure means they deploy without camo, following the rules for dispersion (this is a change from normal rules for camo).
Impersonate may not be used in this scenario by either side, and attackers may not deploy sappers in foxholes (they may dig in later in game).
Security Systems Hacking
Instead of a normal turn limit, this game goes on until the prisoner is killed, or the security system overcomes the hacking attempt. As normal for the scenario, the doors must be opened in the first turn. This represents someone delivering the hacker Maria's gift package into the system. If this isn't acheived, the Once the main door is open, the Ariadnan troops have a minimum of two turns. At the start of the third turn (after door opening - 4th in game), the Ariadnan player has to try to maintain the hack. This is done by a WIP roll from the Hacker on the shuttle (Not part of the force) who has a WIP of 14. If an enemy hacker has activated the security console, and that console is in their hacking area; then they can make this a FtF roll, rolling their WIP against that of the hacker. If the roll is failed, then the shuttle has to dust off. Thr Ariadnan forces have this last turn to vacate the board by one of the exits. Any models left on the board at the end of this turn are considered casualties. This means the attacking Ariadnan force always has one extra player turn that the opponent.
Mission Objectives
Attacker Compromises System
The shuttle's hacker has prepared a virus package to compromise the security of the site and "open the doors" in the defence grid. This must be uploaded into the system before the shuttle can land.
This takes an engineer or hacker a WIP roll at the security access console, A troop with the specialist skill can do it at -3 to WIP. A forward observer may also do it, but at -3 WIP and as an entire order skill.
Instead of a normal turn limit, this game goes on until the prisoner is killed, or the security system overcomes the hacking attempt. As normal for the scenario, the doors must be opened in the first turn. This represents someone delivering the hacker Maria's gift package into the system. If this isn't acheived, the Once the main door is open, the Ariadnan troops have a minimum of two turns. At the start of the third turn (after door opening - 4th in game), the Ariadnan player has to try to maintain the hack. This is done by a WIP roll from the Hacker on the shuttle (Not part of the force) who has a WIP of 14. If an enemy hacker has activated the security console, and that console is in their hacking area; then they can make this a FtF roll, rolling their WIP against that of the hacker. If the roll is failed, then the shuttle has to dust off. Thr Ariadnan forces have this last turn to vacate the board by one of the exits. Any models left on the board at the end of this turn are considered casualties. This means the attacking Ariadnan force always has one extra player turn that the opponent.
Mission Objectives
Attacker Compromises System
The shuttle's hacker has prepared a virus package to compromise the security of the site and "open the doors" in the defence grid. This must be uploaded into the system before the shuttle can land.
This takes an engineer or hacker a WIP roll at the security access console, A troop with the specialist skill can do it at -3 to WIP. A forward observer may also do it, but at -3 WIP and as an entire order skill.
This gives the Attacker 1 VP (And allows the rest of his force to come on). If this is not acheived in the first turn, then the shuttle does not land. The game continues for 2 more turns, but no more Ariadnans enter play. Also, as the shuttle hasn't landed and hacked the security systems, the defender automatically gains the VPs for resetting the system.
Defender Resets the system
If the defender activates the security console (requires a Hacker to make an unmodified WIP roll) they get 1 VP. If (by remaining in ZOC or use of repeaters) the console is in their Hacking Area then they may roll FtF against the shuttle's hacker to end the game, if they do this they get an extra 1 VP. If the Attacker fails to get the virus into the system (see above) then the defender gets the full 2 VP (as they count as succeeding in the FtF as well).
Rescuing the Prisoners
Doors to the objective room can be opened by any specialist as a short skill and WIP roll. When one door is opened all doors are opened. Alternatively, doors can be hacked to open one of them, or destroyed (one opens, allowing LoF and LoS through it as a normal open door would). The prisoners are in a bad shape. Before they can be moved, they require stabilizing. In order to do this, a doctor or paramedic has to succeed in a WIP roll in base contact with one of the 4 cryopods. It then takes a Short Action to synchronise with the prisoner (no roll required), who will then follow the model. The prisoner doesn't block any LoF, LoS or movement in anyway, and cannot be targeted by any attack. If the prisoner is in the area of a ITW or DTW then carry on with the shot as normal but ignore the prisoner (assume they dive out of the way or something similar). Evacuating a prisoner gets the attacker 1 VP, with a bonus VP for the Important Prisoner. The defender gets 1 VP for every prisoner not rescued, and 2 VP for the Important prisoner.
Defender Resets the system
If the defender activates the security console (requires a Hacker to make an unmodified WIP roll) they get 1 VP. If (by remaining in ZOC or use of repeaters) the console is in their Hacking Area then they may roll FtF against the shuttle's hacker to end the game, if they do this they get an extra 1 VP. If the Attacker fails to get the virus into the system (see above) then the defender gets the full 2 VP (as they count as succeeding in the FtF as well).
Rescuing the Prisoners
Doors to the objective room can be opened by any specialist as a short skill and WIP roll. When one door is opened all doors are opened. Alternatively, doors can be hacked to open one of them, or destroyed (one opens, allowing LoF and LoS through it as a normal open door would). The prisoners are in a bad shape. Before they can be moved, they require stabilizing. In order to do this, a doctor or paramedic has to succeed in a WIP roll in base contact with one of the 4 cryopods. It then takes a Short Action to synchronise with the prisoner (no roll required), who will then follow the model. The prisoner doesn't block any LoF, LoS or movement in anyway, and cannot be targeted by any attack. If the prisoner is in the area of a ITW or DTW then carry on with the shot as normal but ignore the prisoner (assume they dive out of the way or something similar). Evacuating a prisoner gets the attacker 1 VP, with a bonus VP for the Important Prisoner. The defender gets 1 VP for every prisoner not rescued, and 2 VP for the Important prisoner.
Command Tokens
The defender is attacked with a modicum of surprise, so they cannot strategically use command tokens to reduce order pool, or prevent command token expenditure in the first turn.
Narrative Mode
Narrative Mode
- The Ariadnan force cannot field an attacker, as theirs is on the shuttle.
- Attacking models left behind are dead, no CASEVAC, but may CUBEVAC.
- The defender doesn't get the 20 points of garrison troops, instead getting a Cadmus with BS or CR deployed in the room (not as seed embryo) who can, if they desire, have used morpho-scan on any of the prisoners.
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