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SCENARIOS

CLASSIFIED CHART MODELS

 

CLASSIFIED CHART MK.. 1

 

 

CLASSIFIED CHART MK.. 3

D20

OBJECTIVE

 

D20

OBJECTIVE

1

Test Run

1

Data Scan

2

Experimental Drug

2

HVT: Designation

3

Data Scan

3

Experimental Drug

4

Extreme Prejudice

4

Test Run

5

Sabotage

5

Data Scan

6

HVT: Espionage

6

Telemetry

7

Telemetry

7

Extreme Prejudice

8

HVT: Retroengineering

8

HVT: Inoculation

9

Extreme Prejudice

9

Telemetry

10

Sabotage

10

HVT: Retroengineering

11

HVT: Inoculation

11

Sabotage

12

Experimental Drug

12

HVT: Espionage

13

HVT: Designation

13

Test Run

14

Data Scan

14

HVT: Designation

15

HVT: Espionage

15

Sabotage

16

HVT: Designation

16

HVT: Retroengineering

17

Telemetry

17

Extreme Prejudice

18

HVT: Inoculation

18

HVT: Espionage

19

Test Run

19

Experimental Drug

20

HVT: Retroengineering

 

20

HVT: Inoculation

 

CLASSIFIED CHART MK.. 2

 

 

CLASSIFIED CHART MK.. 4

D20

OBJECTIVE

 

D20

OBJECTIVE

1

HVT: Espionage

1

HVT: Retroengineering

2

Test Run

2

HVT: Espionage

3

HVT: Designation

3

Test Run

4

Experimental Drug

4

HVT: Designation

5

HVT: Inoculation

5

Extreme Prejudice

6

Data Scan

6

HVT: Espionage

7

HVT: Retroengineering

7

HVT: Inoculation

8

Extreme Prejudice

8

Telemetry

9

HVT: Designation

9

Experimental Drug

10

Telemetry

10

HVT: Inoculation

11

HVT: Inoculation

11

Data Scan

12

Telemetry

12

Sabotage

13

HVT: Espionage

13

Experimental Drug

14

Sabotage

14

HVT: Retroengineering

15

Experimental Drug

15

Extreme Prejudice

16

Extreme Prejudice

16

Test Run

17

Sabotage

17

Data Scan

18

HVT: Retroengineering

18

HVT: Designation

19

Data Scan

19

Telemetry

20

Test Run

 

20

Sabotage

190

SCENARIOS

SCENARIO 1: ANNIHILATION

MISSION OBJECTIVES

MAIN OBJECTIVES

»»To killbetween 75 and 150 enemyArmyPoints(1Objective Point).

»»To kill between 151 and 250 enemy Army Points (2 Objective Points).

»»Tokillmore than 250 enemyArmyPoints(3Objective Points).

»»If you have between 75 and 150 surviving Army Points (1

Objective Point).

»»If you have between 151 and 250 surviving Army Points

(2 Objective Points).

»»If you have more than 250 surviving Army Points (3 Objective Points).

CLASSIFIED

»»Each player has 2 Classified Objectives (2 Objective Points for each one).

FORCES

»»Side A: 300 points.

»»Side B: 300 points.

DEPLOYMENT

Side A and Side B: Bothplayerswilldeployonoppositesidesof thegametable,inastandardDeploymentZone12inchesdeep.

SCENARIO SPECIAL RULES

Game table size: 48 x 48 inchesm

KILLING

A trooper is considered Killed when it enters the Dead state, or is in a Null state at the end of the game.

Those troopers that, at the end of the game, have not been deployed on the game table,will be considered as Killed by the adversary.

NO QUARTER

In this scenario,Retreat! rules are not applied.

END OF THE MISSION

Thisscenariohasalimitedtimeframe,soitwillautomatically finish at the end of the third Game Round.

191

SCENARIOS

SCENARIO 2: THE ARMORY

MISSION OBJECTIVES

MAIN OBJECTIVES

»»Dominate the Armory at the end of each Game Round (1

Objective Point).

»»Dominate the Armory at the end of the game (3 Objective Points).

»»Acquiremore weaponsfromthePanopliesthantheadversary at the end of the game (2 Objective Points).

CLASSIFIED

»»Each player has 2 Classified Objectives (1 Objective Point each one).

FORCES

»»Side A: 300 points.

»»Side B: 300 points.

DEPLOYMENT

Side A and Side B: Bothplayerswilldeployonoppositesidesof thegametable,inastandardDeploymentZone12inchesdeep.

Exclusion Zone

ThereisanExclusionZonecoveringan8inchareaoneitherside ofthecentrallineofthegametable.TheAirborneDeployment,

Impersonation,Infiltration,andMechanizedDeploymentSpecial Skills cannot be used to deploy in the Exclusion Zone. This does not apply to troopers that suffer Dispersion.

SCENARIO SPECIAL RULES

Game table size: 48 x 48 inches

THE ARMORY

Placed in the center of the table, it covers an area of 8 by 8 inches.To represent the Armory,we recommend using the Objective Room by Micro Art Studio, the Command Bunker by Warsenal or the Panic Room by Customeeple.

Ingame terms itisconsidered tohave walls of infiniteheight that completelyblockLineofFire.It has fourGates,one in the middle of each wall (See map below).

The Gates of the Armory are closed at the start of the game. To open them,aSpecialistTroop must be in base contact with one of them,spend one Short Skill of an Order,and succeed at a WIP Roll. This opens all Gates of the Armory.

The Armory Gates must be represented by a Narrow Gate Marker or a scenery piece with the same size. The Armory Gates have a Narrow Gate Width.

The Scenery Structure rules (see page 168) are allowed in this scenario.

DOMINATE THE ARMORY

The Armory is considered Dominated by a player if he has more Army Points than the adversary inside the area. Only troopers that are miniatures or Markers (Camouflage, TO, Impersonation…) count.Troopers in a Null state will not be counted. Markers representing weapons or pieces of equipment (like Mines or Deployable Repeaters), and any Marker that does not represent a trooper will not be counted either.

Shasvastii

Troopers possessing theShasvastii Special Skill placed inside the Armory will always be counted while they are in Normal or Spawn-Embryo states.

PANOPLIES

There are 2 Panoplies,placed inside theArmoryon different corners (see map below).

PlayerscanusetheLogisticsTraitofeachPanoplyinthegame.

Specialist Troops can roll twice in the Booty Chart,but they can only choose one of the results.

Each Panoply must be represented by an Objective Marker or by a scenery piece of the same diameter.

TYPE OF

 

TYPE OF

TYPE OF ACCESS

ACCESS WIDTH

TRAITS

BUILDING

CONSTRUCTION

 

 

 

 

 

ARMORY

 

Outer Wall (x4)

Security Gate (x4)

Narrow Access (x4)

Panoply (x2)

TYPE OF

 

NAME

ARM

BTS

STR

AW

TRAITS

ELEMENT

 

 

 

 

 

 

 

 

 

ACCESS

SECURITY GATE

3

3

2

Narrow Gate

Hackable (WIP

 

 

 

 

 

 

 

Roll)

CONSTRUCTION

 

OUTER WALL

10

0

3

--

--

 

PROPS

 

PANOPLY

0

0

1

--

Logistics

 

192

SCENARIOS

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

SPECIALIST TROOPSº

END OF THE MISSION

 

 

For the purposes of this scenario, only Hackers, Doctors, Engineers,Forward Observers and Paramedics are considered Specialist Troops.

HackerscannotmakeuseofRepeaterstoperformtasksreserved

for Specialist Troops.

ASpecialistTroop with a Disabled Marker can still accomplish the Objectives of this scenario.

MAP

DEPLOYMENT ZONE B

Exclusion Zone

DEPLOYMENT ZONE A

Thisscenariohasalimitedtimeframe,soitwillautomatically finish at the end of the third Game Round.

IfoneoftheplayersstartshisActive Turn inaRetreat! situation, the game will end at the end of that Turn.

LEGEND

12’’

Panoply

 

 

Narrow access

8’’

 

8’’

 

12’’

193

SCENARIOS

SCENARIO 3: SUPREMACY

MISSION OBJECTIVES

MAIN OBJECTIVES

»»Dominate the same number of Quadrants as the adversary at the end of each Game Round (1 Objective Point,but only if at least 1 Quadrant is Dominated by the player).

»»Dominate more Quadrants than the adversary at the end of each Game Round (2 Objective Points).

»»Hack a Console (1 Objective Point).

CLASSIFIED

»»Eachplayerhas1ClassifiedObjective(1Objective Point only if the player has less than 10 Objective Points).

FORCES

»»Side A: 300 points.

»»Side B: 300 points.

DEPLOYMENT

Side A and Side B: Bothplayerswilldeployonoppositesidesof thegametable,inastandardDeploymentZone12inchesdeep.

SCENARIO SPECIAL RULES

Game table size: 48 x 48 inches

QUADRANTS

At the end of each Game Round, but not before, the table is divided in four areas as seen on the map.Then,each player checks howmanyQuadrantsare dominated and theObjective Points are counted.

DOMINATE THE QUADRANTS

A Quadrant is considered Dominated by a player if he has more Army Points than the adversary inside the area. Only troopers that are miniatures or Markers (Camouflage, TO, Impersonation…) count.Troopers in a Null state will not be counted. Markers representing weapons or pieces of equipment (Like Mines or Deployable Repeaters),and any Marker that does not represent a trooper will not be counted either.

Shasvastii

Troopers possessing theShasvastii Special Skill placed inside a Quadrant will always be counted while they are in Normal or Spawn-Embryo states

CONSOLES

There are 4 Consoles,placed in the center of each Quadrant, 12 inches from the edge of the table (See map below).Each Console must be represented by a Console A Marker or by a scenery piece of the same diameter (such as the Human Consoles byMicroArt Studio,theTech Consoles byWarsenal or the Comlink Console by Customeeple).

In this scenario, the Consoles have a Scenery Item Profile, so they can be targeted, applying the Scenery Structures rules (see page 168),but not before the second Game Round.

TYPE OF ELEMENT

NAME

ARM

BTS

STR

AW

TRAITS

SCENERY

CONSOLE

0

0

1

--

Hackable (WIP-3 Roll)

194

SCENARIOS

HACKING THE CONSOLES

To Hack a Console it is necessary that a Specialist Trooper be in base contact with the Console,spend one Short Skill of an Order,or an ARO,and succeed at a Normal WIP-3 Roll.If the rollisfailed,thiscanberepeatedasmanytimesasnecessary, eachtimespendingthecorrespondingShortSkillofanOrder, or ARO,and making the roll.

Hackers avoid penalties to Hack a Console so do not suffer the -3 WIP MOD.

A player can Hack a Console previously Hacked by the other player.

At the end of the game,players will make a Face to Face WIP

 

 

Roll for each Console that has been hacked by both players.

 

 

Each player can Roll theWIP of every SpecialistTrooperwhich

 

 

survived the scenario.This can result in a Face to face Roll

 

 

with several participants. The winner of the Face to Face

 

 

Roll will get the Objective Point provided by that Console.In

 

 

case of a tie, the Face to Face Roll will be re-rolled. If only

 

 

one of the players has surviving SpecialistTroops, that player

ASpecialistTrooperwithaDisabledMarkercanstillaccomplish

will automatically get the Objective Point directly.If neither

players has any SpecialistTroopers,the Objective Point is lost.

the Objectives of this scenario.

SPECIALIST TROOPS

END OF THE MISSION

 

For the purposes of this scenario, only Hackers, Doctors,

Thisscenariohasalimitedtimeframe,soitwillautomatically

Engineers,Forward Observers and Paramedics are considered

finish at the end of the third Game Round.

Specialist Troops.

IfoneoftheplayersstartshisActive Turn inaRetreat! situation,

HackerscannotmakeuseofRepeaterstoperformtasksreserved

the game will end at the end of that Turn.

for Specialist Troops.

 

 

MAP

12’’

DEPLOYMENT ZONE B

QUADRANT

QUADRANT

1

2

QUADRANT

QUADRANT

3

4

LEGEND

12’’

Console

 

8’’

 

DEPLOYMENT ZONE A

195

SCENARIOS

SCENARIO 4: NIMBUS ZONE

MISSION OBJECTIVES

MAIN OBJECTIVES

»»Download a Data Pack from a Console (2 Objective Points for each Data Pack downloaded).

»»To have Disconnected more Antennae than the adversaryat the end of the game (2 Objective Points).

»»Control more Consoles than the adversaryat the end of the game (1 Objective Point).

CLASSIFIED

»»Each player has 1 Classified Objective (1 Objective Point).

FORCES

»»Side A: 300 points.

»»Side B: 300 points.

DEPLOYMENT

Side A and Side B: Bothplayerswilldeployonoppositesidesof thegametable,inastandardDeploymentZone12inchesdeep.

Exclusion Zone

ThereisanExclusionZonecoveringan8inchareaoneitherside ofthecentrallineofthegametable.TheAirborneDeployment, Impersonation,Infiltration,andMechanizedDeploymentSpecial Skills cannot be used to deploy in the Exclusion Zone. This does not apply to troopers that suffer Dispersion.

SCENARIO SPECIAL RULES

Game table size: 48 x 48 inches

NIMBUS ZONE

In an area of 8 inches on both sides of the central line of the game table, the effects of the Nimbus Special Ammunition

(LowVisibilityZone + Saturation Zone) are applied constantly.

This NimbusZone will vanish automaticallyat the end of the Order in which the last Nimbus Antenna is Disconnected or enters the Destroyed state.

NIMBUS ANTENNAE

There are a total of 4 Nimbus Antennae, each of them placed 4 inches from the central line of the game table and 12 inches from the edges. Each Nimbus Antenna must be represented by a Transmission Antenna Marker (TRANS.

ANTENNA) or by a scenery piece of the same diameter (such as the Communications ArraybyWarsenal or the Sat Station Antenna by Customeeple).

In this scenario the Nimbus Antennae have a Scenery Item Profile.They can be targeted,applying the Scenery Structures rules,but not before the second Game Round.

DISCONNECT THE

NIMBUS ANTENNAE

ToDisconnect a NimbusAntennaitisnecessarythataSpecialist Trooper be in base contact with the Nimbus Antenna, spend one Short Skill of an Order and succeed at a Normal WIP-3 Roll.If the roll is failed,this can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order and making the roll.

Engineers avoid penalties to Disconnect a NimbusAntenna so do not suffer the -3 WIP MOD.

Once a Nimbus Antenna has been Disconnected, it cannot be

Disconnected again by any player.

Disabled Markers (DIS) will be used to mark Disconnected Nimbus Antennae.

CONSOLES

There are 3 Consoles placed on the central line of the game table.One is placed at the center of the game table and the other two are placed 12 inches from the edge of the table (See map below). Each Console must be represented by a Console AMarker or bya scenerypiece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech ConsolesbyWarsenalortheComlinkConsolebyCustomeeple).

DOWNLOAD THE DATA PACKS

ToDownloada DataPackitisnecessarythataSpecialistTrooper be in base contact with a Console, spend one Short Skill of an Order and succeed at a Normal WIP-3 Roll. If the roll is failed,this can be repeated as manytimes as necessary,each time spending the corresponding Short Skill of an Order and making the roll.

Hackers avoid penalties to Download a Data Pack and do not suffer the -3 WIP MOD.

Each player can only get a maximum of 1 Data Pack from each Console.

DataPackscannotbedownloadeduntilthesecondGameRound.

TYPE OF ELEMENT

NAME

ARM

BTS

STR

AW

TRAITS

PROPS

NIMBUS

4

3

2

--

Nimbus Antenna

ANTENNA

 

 

 

 

 

 

196

SCENARIOS

CONTROL THE CONSOLES

A Console is considered to be Controlled by a player as long as that player is the only one with at least one Specialist Troop (as a model,not a Marker) in base contact with it.Nonspecialist troops cannot Control the Console,but can prevent the enemy from Controlling it by being in base contact with it.Troopers in a Null state (Unconscious,Dead,Sepsitorized…) cannot do either.

SPECIALIST TROOPS

For the purposes of this scenario, only Hackers, Doctors, Engineers,Forward Observers and Paramedics are considered Specialist Troops.

Hackers cannot make use of Repeaters to perform tasks reserved for Specialist Troops.

ASpecialistTroopwithaDisabledMarkercanstillaccomplish the Objectives of this scenario.

END OF THE MISSION

Thisscenariohasalimitedtimeframe,soitwillautomatically finish at the end of the third Game Round.

If one of the players starts hisActiveTurn in a Retreat! situation,the game will end at the end of that Turn.

MAP

12’’ 12’’

DEPLOYMENT ZONE B

NIMBUS ZONE

DEPLOYMENT ZONE A

LEGEND

12’’

Nimbus Antenna

 

 

Console

8’’

 

4’’

 

12’’

197

UNIT PROFILES - PANOCEANIA

PANOCEANIA

ISC: Fusiliers

Line Troops

FUSILIERS

LI

Irregular Hackable Frenzy Impetuous Extremely Impetuous

MOV

CC

BS

PH

WIP

ARM

BTS

W

S

AVA

4-4

13

12

10

12

1

0

1

2

Total

Name

BS Weapons

CC Weapons

SWC

C

FUSILIER

Combi Rifle

Pistol, Knife

0

10

 

 

 

 

 

 

 

FUSILIER

HMG

Pistol, Knife

1

18

 

FUSILIER

Combi Rifle + Light Grenade Launcher

Pistol, Knife

1

14

 

 

 

 

 

 

 

FUSILIER

Missile Launcher

Pistol, Knife

1.5

15

 

FUSILIER

MULTI Sniper Rifle

Pistol, Knife

1.5

18

 

 

 

 

 

 

 

FUSILIER Hacker (Hacking Device)

Combi Rifle

Pistol, Knife

0.5

18

 

FUSILIER (Forward Observer,

Combi Rifle

Pistol, Knife

0

12

 

Deployable Repeater)

 

 

 

 

 

 

 

 

 

 

 

FUSILIER Paramedic (MediKit)

Combi Rifle

Pistol, Knife

0

12

 

FUSILIER Lieutenant

Combi Rifle

Pistol, Knife

0

10

 

ISC: Akalis

 

 

Elite Troops

Cube Regular

MI

AKALIS,,

Sikh Commandos

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

MOV

CC

BS

PH

WIP

ARM

BTS

W

S

AVA

 

 

 

4-2

15

13

11

13

2

0

1

2

3

 

 

 

 

Speciali l Skills:ill : AD:: Combatt Jump ·· Religiousli i Troop

 

 

 

 

 

 

 

Name

BS Weapons

 

 

CC Weapons

 

SWC

C

AKAL COMMANDO

Combi Rifle

 

 

 

Pistol, E/M CCW

 

0

22

 

 

 

 

 

 

 

 

 

 

 

 

 

AKAL COMMANDO

Boarding Shotgun

 

 

Pistol, E/M CCW

 

0

21

 

 

AKAL COMMANDO

Spitfire

 

 

 

 

Pistol, E/M CCW

 

1.5

28

 

 

 

 

 

 

 

 

 

 

 

 

 

 

AKAL COMMANDO Hacker (Assault

Combi Rifle

 

 

 

Pistol, E/M CCW

 

0.5

28

 

 

Hacking Device)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

199

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