Get Off My Plane

Site A - Attack/Defend Scenario

Attacker Briefing

Superior Delegate
Krasz Volok

SaTok, Commander!

The Machine wants a human spacecraft. Actually... I think It wants something on the ship. Or... was on the ship?

Bah, I wasn't listening.

Whatever it is, the Machine gave the frogs three tries to capture one, and was for some reason surprised when they failed. The two craft they attacked in port were emptied the instant they touched down, and the one they ambushed in space boosted away. Seems like they're pretty nervous about whatever they're haulin'.

The Machine asked the squishies to handle this little job because it didn't want the heist to be noticed. The frogs fucked that up pretty thoroughly, though, so our benefactor has concluded that stealth is no longer a relevant concern.

And as anyone knows, when stealth doesn't matter, THAT'S WHEN YOU CALL IN THE MORATS!

BA-HAHAHAHAHA!

Heh.

Anyway, we're not pussyfooting around on this one. The humans seem to have a plan to scramble when something goes wrong on the ground or in the air, but I'm betting that their ships aren't any more maneuverable than ours when they're landing. So, boys and girls, that's where we'll hit 'em-- we'll crack that kusit little oyster open when it's hurtling toward the surface. I seriously doubt that they'll be able to squirm away from that!

If all goes well, we can chop up whatever meat they left to guard it and land it somewhere in the woods.

If all doesn't go smoothly... well, the spaceport's in a populated area.

Use your imagination, kid.

Heh.

Defender Briefing

Imperial Agent Lao Shui,
Lion Rank

The Dragon Emperor's holdings on Paradiso are threatened, Commander. Our cities grow vaster and stronger thanks to continual shipments of supplies and loyal Yutani citizens, but our expansion is watched by fearful and envious alien eyes. The demon's agents seem wary of our growing power here, but know they cannot withstand our full might, so they have resorted to choking our supply lines like cowards.

Six days ago, two ships which regularly carry crucial supplies to our colonists were attacked in port. The demon was too slow, however-- the ships had already been emptied hours before-- and they suceeded only in throwing themselves upon the rifles of our agents.

Having failed in their first assault, they launched a foolish boarding action against another of our transport craft two days ago. The ship was damaged, but the demon was thrown off and the transport was able to boost back to Yutang.

These feeble attempts grow tiresome, Commander. If the demon is intent on boarding our ships, then I say we let them-- only this time, they will find more than paltry corporate security onboard.

I want you on the next transport headed for Paradiso, Commander. You will lie in wait, and when the demon shows you his belly, you will show him our claws.

For the glory of the Dragon!

Mission Objectives

Attacker

  • 4 Hijack the transport.
  • or

  • 2 Crash the transport.
  • 1 Disable the engines.
  • 1 Disable the reactor.
  • 1 for each Tech Salvage looted from the cargo bay (max 2).
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Defender

  • 3 Land the transport.
  • 3 Evacuate the VIP.
  • 1 for each Tech Salvage not taken by the Attacker (max 2).
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A Yu Jing transport ship. The Combined Army has struck during atmospheric descent to Paradiso.
  • The game board for this scenario consists of two connected 24" x 48" maps, representing the interior and the roof of the transport craft, respectively.
  • Models may cross between the two maps at the following five points: the rear gate, the left rear hatch, the right rear hatch, the left fore hatch, and the right fore hatch. Models may only pass through a hatch or gate during the Active turn. Any order that takes a model through one of these passageways costs an additional Regular order from the Active player's order pool.
  • The roof is a considered difficult terrain, and is also a 17+ hazardous zone. Any model who rolls a 17+ on any D20 roll (except ARM or BTS rolls) while on the roof immediately "falls" eight inches directly toward the rear of the transport, taking fall damage if they strike any raised object or surface. Models swept off the back of the ship are lost unless they have any level of Aerial Deployment; if they do, they may attempt a PH roll to land safely. If they succeed, they are considered to survive the mission, but may not return to the board.
  • Models with Zero-G terrain training ignore all penalties and hazards while on the roof.
  • Attacking models with AD Lv3 or higher can attempt to land on the roof of the transport. If a model fails its PH roll and deviates off of the roof, it is considered to have missed its drop, but may swoop around and re-attempt the landing on a subsequent turn.
  • The Cockpit Windshield can be damaged to create another entry point to the ship interior. The Windshield has ARM8 and 2 STR.

Deployment

  • Before deployment, the Attacker writes down where the boarding craft will dock-- at the rear gate, or on the right or left rear port.
  • The defender deploys first. Defending models may be placed anywhere within the interior of the transport.
  • After the defender has deployed, the attacker reveals where the boarding craft has docked. Defending models placed within 8" of that entry point must be redeployed anywhere else on the transport. Then, the attacker places his models within 8" of the chosen entry point. Attacking models may be placed inside the transport, on the roof, or both.
  • Neither player may make use of Infiltration, Mechanized Deployment, or other similar abilities to deploy outside of the indicated deployment zones. Defending models may not deploy with any level of Aerial Deployment.

Special Rules & Objectives

  • Battle for the Cockpit: At the end of the third turn, the players determine the fate of the aircraft.
    • If there are no Specialist models in the cockpit, the Defender's WIP12 pilot will attempt a WIP roll to land the craft. Apply ship damage modifiers as listed below.
    • If there are only Defending specialist models in the cockpit, the Defender chooses one to attempt the landing with a WIP roll, with a +3 bonus to their roll for each additional Defending specialist present in the cockpit. Also apply ship damage modifiers as listed below.
    • If there are only Attacking specialist models in the cockpit, the Attacker chooses one to hijack the ship with a WIP roll, with a +3 bonus to their roll for each additional Attacking specialist present in the cockpit. Also apply ship damage modifiers as listed below.
    • If both the Attacker and Defender have specialist models in the cockpit, the Defender chooses one to attempt the landing, and the Attacker chooses one to attempt to crash it. The chosen specialists make an opposed WIP roll, each receiving a +3 bonus to the roll for each additional allied specialist in the cockpit. Apply ship damage modifiers to the Defender's roll as listed below.
    • If an unopposed roll to take control of the transport fails, or if the Attacker succeeds on an opposed roll, the transport ship crashes. If this happens, each surviving model may attempt a PH roll to escape by parachute. On a failed roll, the model crashes with the ship and suffers an armor roll at DMG 16.
  • Ship Damage Modifiers: WIP rolls made to take control of the transport are subject to modifiers that reflect the condition of the ship's systems. The four systems in question are the Port Engine, Starboard Engine, the Cockpit Windshield, and the Reactor. Each functioning system applies a +3 modifier to rolls to take control, while each disabled system applies a -3 modifier.
  • Evacuate the VIP: During deployment, the defender places a VIP model within the cockpit. As a short skill, any Defending specialist or Spec-Ops in base contact with the VIP may synchronize with it. If a model that is synchronized with the VIP reaches the left rear hatch or right rear hatch, it may attempt a WIP+3 roll to help the VIP into a parachute and safely off the transport. This roll may be re-attempted as many times as necessary, spending the necessary short skill each time.
  • Disable the Engines: An attacking model can attempt to disable the transport ship's engines by damaging them. Each engine has 2 STR. The engines have ARM10 if attacked from the roof, or ARM4 if attacked from the ship interior.
  • Disable the Reactor: An attacking model can attempt to disable the transport ship's reactor by succeeding on a WIP roll while in base contact with it. Models with the Engineer skill get a +3 bonus on this roll.
  • Emergency Repairs: A defending Engineer can attempt to repair disabled ship systems (engines, reactor, or windshield) by making a WIP-3 roll while in base contact with them. If a roll fails for a given system, that system is too far gone and no further attempts may be made.
  • Precious Cargo: The cargo hold mostly contains mundane supplies, but hidden within the stash are two Tech Salvage crates. Any specialist or spec-ops model in base contact with a cargo pile may attempt a WIP-6 roll to attempt to locate cargo. Each time a player's model fails this roll, he receives a cumulative +3 bonus to subsequent attempts to find cargo. Once cargo is located, this bonus resets. Once two Tech Salvage crates have been found, no further attempts can be made.

Campaign Reward: Tech Salvage

  • 01 - 04 Hacking Device Plus
  • 05 - 08 Multispectral Visor Lv2
  • 09 - 12 Sensor + Minesweeper
  • 13 - 16 Holoprojector Lv2
  • 17 - 20 360 Visor + X-Visor

Salvage crates secured during campaign missions become available for upgrading friendly Spec Ops models during the campaign. After the mission, roll to check each crate's contents on the salvage chart at right. The rolled upgrade becomes available to be purchased by any ONE allied Spec-Ops during the campaign at a cost of 2XP.