[ENG]_Rules
.pdfSCENARIOS
CLASSIFIED CHART MODELS
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CLASSIFIED CHART MK.. 1 |
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CLASSIFIED CHART MK.. 3 |
D20 |
OBJECTIVE |
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D20 |
OBJECTIVE |
1 |
Test Run |
1 |
Data Scan |
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2 |
Experimental Drug |
2 |
HVT: Designation |
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3 |
Data Scan |
3 |
Experimental Drug |
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4 |
Extreme Prejudice |
4 |
Test Run |
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5 |
Sabotage |
5 |
Data Scan |
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6 |
HVT: Espionage |
6 |
Telemetry |
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7 |
Telemetry |
7 |
Extreme Prejudice |
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8 |
HVT: Retroengineering |
8 |
HVT: Inoculation |
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9 |
Extreme Prejudice |
9 |
Telemetry |
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10 |
Sabotage |
10 |
HVT: Retroengineering |
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11 |
HVT: Inoculation |
11 |
Sabotage |
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12 |
Experimental Drug |
12 |
HVT: Espionage |
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13 |
HVT: Designation |
13 |
Test Run |
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14 |
Data Scan |
14 |
HVT: Designation |
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15 |
HVT: Espionage |
15 |
Sabotage |
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16 |
HVT: Designation |
16 |
HVT: Retroengineering |
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17 |
Telemetry |
17 |
Extreme Prejudice |
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18 |
HVT: Inoculation |
18 |
HVT: Espionage |
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19 |
Test Run |
19 |
Experimental Drug |
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20 |
HVT: Retroengineering |
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20 |
HVT: Inoculation |
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CLASSIFIED CHART MK.. 2 |
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CLASSIFIED CHART MK.. 4 |
D20 |
OBJECTIVE |
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D20 |
OBJECTIVE |
1 |
HVT: Espionage |
1 |
HVT: Retroengineering |
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2 |
Test Run |
2 |
HVT: Espionage |
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3 |
HVT: Designation |
3 |
Test Run |
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4 |
Experimental Drug |
4 |
HVT: Designation |
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5 |
HVT: Inoculation |
5 |
Extreme Prejudice |
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6 |
Data Scan |
6 |
HVT: Espionage |
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7 |
HVT: Retroengineering |
7 |
HVT: Inoculation |
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8 |
Extreme Prejudice |
8 |
Telemetry |
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9 |
HVT: Designation |
9 |
Experimental Drug |
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10 |
Telemetry |
10 |
HVT: Inoculation |
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11 |
HVT: Inoculation |
11 |
Data Scan |
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12 |
Telemetry |
12 |
Sabotage |
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13 |
HVT: Espionage |
13 |
Experimental Drug |
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14 |
Sabotage |
14 |
HVT: Retroengineering |
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15 |
Experimental Drug |
15 |
Extreme Prejudice |
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16 |
Extreme Prejudice |
16 |
Test Run |
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17 |
Sabotage |
17 |
Data Scan |
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18 |
HVT: Retroengineering |
18 |
HVT: Designation |
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19 |
Data Scan |
19 |
Telemetry |
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20 |
Test Run |
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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 |
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TYPE OF |
TYPE OF ACCESS |
ACCESS WIDTH |
TRAITS |
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BUILDING |
CONSTRUCTION |
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ARMORY |
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Outer Wall (x4) |
Security Gate (x4) |
Narrow Access (x4) |
Panoply (x2) |
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TYPE OF |
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NAME |
ARM |
BTS |
STR |
AW |
TRAITS |
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ELEMENT |
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ACCESS |
SECURITY GATE |
3 |
3 |
2 |
Narrow Gate |
Hackable (WIP |
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Roll) |
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CONSTRUCTION |
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OUTER WALL |
10 |
0 |
3 |
-- |
-- |
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PROPS |
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PANOPLY |
0 |
0 |
1 |
-- |
Logistics |
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192
SCENARIOS
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SPECIALIST TROOPSº |
END OF THE MISSION |
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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 |
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Narrow access |
8’’ |
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8’’ |
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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 |
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Roll for each Console that has been hacked by both players. |
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Each player can Roll theWIP of every SpecialistTrooperwhich |
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survived the scenario.This can result in a Face to face Roll |
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with several participants. The winner of the Face to Face |
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Roll will get the Objective Point provided by that Console.In |
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case of a tie, the Face to Face Roll will be re-rolled. If only |
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one of the players has surviving SpecialistTroops, that player |
ASpecialistTrooperwithaDisabledMarkercanstillaccomplish |
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will automatically get the Objective Point directly.If neither |
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players has any SpecialistTroopers,the Objective Point is lost. |
the Objectives of this scenario. |
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SPECIALIST TROOPS |
END OF THE MISSION |
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For the purposes of this scenario, only Hackers, Doctors, |
Thisscenariohasalimitedtimeframe,soitwillautomatically |
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Engineers,Forward Observers and Paramedics are considered |
finish at the end of the third Game Round. |
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Specialist Troops. |
IfoneoftheplayersstartshisActive Turn inaRetreat! situation, |
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HackerscannotmakeuseofRepeaterstoperformtasksreserved |
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the game will end at the end of that Turn. |
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for Specialist Troops. |
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MAP
12’’
DEPLOYMENT ZONE B
QUADRANT |
QUADRANT |
1 |
2 |
QUADRANT |
QUADRANT |
3 |
4 |
LEGEND
12’’ |
Console |
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8’’ |
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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 |
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PROPS |
NIMBUS |
4 |
3 |
2 |
-- |
Nimbus Antenna |
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ANTENNA |
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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 |
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Console |
8’’ |
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4’’ |
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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 |
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FUSILIER |
Combi Rifle |
Pistol, Knife |
0 |
10 |
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FUSILIER |
HMG |
Pistol, Knife |
1 |
18 |
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FUSILIER |
Combi Rifle + Light Grenade Launcher |
Pistol, Knife |
1 |
14 |
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FUSILIER |
Missile Launcher |
Pistol, Knife |
1.5 |
15 |
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FUSILIER |
MULTI Sniper Rifle |
Pistol, Knife |
1.5 |
18 |
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FUSILIER Hacker (Hacking Device) |
Combi Rifle |
Pistol, Knife |
0.5 |
18 |
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FUSILIER (Forward Observer, |
Combi Rifle |
Pistol, Knife |
0 |
12 |
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Deployable Repeater) |
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FUSILIER Paramedic (MediKit) |
Combi Rifle |
Pistol, Knife |
0 |
12 |
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FUSILIER Lieutenant |
Combi Rifle |
Pistol, Knife |
0 |
10 |
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ISC: Akalis |
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Elite Troops |
Cube Regular
MI |
AKALIS,, |
Sikh Commandos |
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MOV |
CC |
BS |
PH |
WIP |
ARM |
BTS |
W |
S |
AVA |
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4-2 |
15 |
13 |
11 |
13 |
2 |
0 |
1 |
2 |
3 |
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Speciali l Skills:ill : AD:: Combatt Jump ·· Religiousli i Troop |
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Name |
BS Weapons |
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CC Weapons |
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SWC |
C |
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AKAL COMMANDO |
Combi Rifle |
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Pistol, E/M CCW |
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0 |
22 |
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AKAL COMMANDO |
Boarding Shotgun |
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Pistol, E/M CCW |
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0 |
21 |
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AKAL COMMANDO |
Spitfire |
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Pistol, E/M CCW |
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1.5 |
28 |
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AKAL COMMANDO Hacker (Assault |
Combi Rifle |
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Pistol, E/M CCW |
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0.5 |
28 |
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Hacking Device) |
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