The Right to Bear Arms

Site B - Balanced Scenario

Mission Objectives

  • 4 Seize more munitions crates than your opponent.
  • or

  • 2 Seize the same number of munitions crates as your opponent.
  • 3 Neutralize more defensive turrets than your opponent. Neutralized turrets include any turret that ends the game in a null state or reprogrammed state and was placed into that state by one of your models.
  • or

  • 1 Neutralize the same number of defensive turrets as your opponent.
  • 1 Reprogram one or more defensive turrets.
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A remote mercenary depot hidden in Paradiso's polar regions. Operatives should dress for cold weather.

Deployment & Setup

  • Before the Initiative Roll is made, after both players have chosen their Army Lists, place the following as indicated on the map above:
    • Four Sentry Turrets (ST)
    • One Air-Air Turret (AAT)
    • Six Munitions Crates (blue arrows). Munitions Crates are deployed by applying a variant of the Dispersion rule. The players will place 6 Circular Templates as shown in the map above, placing one of the Munitions Crates in the center of each of the Circular Templates. Then two rolls will be made for each Munitions Crate to determine its final position. The second digit of the first result marks the distance (in inches) the Munitions Crate is placed from the center of the Template, and the second roll marks the direction of the dispersion roll. If any Munitions Crate lands in the same place as another Munitions Crate or ends up inside an area with no access, the dice must be re-rolled for that Munitions Crate. After all the Dispersion Rolls are done, the Circular Templates are removed from the table.
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

  • Defensive Turrets: The mercenary depot is currently unmanned, but is protected by a network of defensive turrets. The turrets' stats are as follows:

  • REM
    (Hackable)
    Sentry Turret
    BS WIP STR ARM BTS
    11 13 1 3 3
    Abilities: Total Reaction, G:Remote Presence
    Equipment: 360 Visor, Multispectral Visor Lv.1
    Weapons: Spitfire, Electric Pulse

    REM
    (Hackable)
    Anti-Air Turret
    BS WIP STR ARM BTS
    11 13 1 3 3
    Abilities: Total Reaction, G:Remote Presence
    Equipment: 360 Visor
    Weapons: Spitfire, Electric Pulse
    Special: This model never performs BS attacks against models on the ground. Instead, this model may perform a BS attack as an ARO against any hostile model deploying using AD Lv3 or higher, regardless of range or LoF to its landing point. This ARO is made Face-to-Face against the AD model's PH roll to land, and is made as if the target were in this model's +0 range band.

    All defensive turrets begin the game in the Neutral state, considering both players to be hostile. Neutral turrets may make AROs against any target they consider hostile. The reactive player may determine all AROs for neutral Sentry and Anti-Air turrets.

  • Reprogram Turret: As a short skill, a Hacker may attempt to reprogram a defensive turret in its ZoC. If the hacking model succeeds on a WIP-3 roll opposed by the turret's Reset ARO, the turret may make a BTS save against Damage 14. If it fails, it becomes Reprogrammed by the hacker's controller. A turret in the Reprogrammed state is considered friendly to the player that hacked it, and will not perform AROs during that player's active turn.
  • Munitions Crates: Six Munitions Crates are scattered around the depot. Initially the Crates are mixed among a large amount of other storage, so each crate must be Scanned to verify its contents before it can be obtained. There are two ways to Scan a crate:
    • A model with LoF to a crate must succeed on a Forward Observer roll against the crate.
    • Any Specialist model may attempt a normal WIP roll while in base contact with the crate.
  • Any model may take a Munitions Crate from its initial position once it has been Scanned by a friendly model. Once a crate is picked up by any player's model, enemy models may subsequently pick it up without scanning it. Any model may pick up a Munitions Crate from the ground or take it from a friendly, Immobilized, or Unconscious model by spending a Short Skill while in base contact with the crate. Each model may carry a maximum of one Munitions Crate at a time.

  • Precious Cargo: At the end of the game, control of Munitions Crates determines how much Munitions Salvage each player receives as a Campaign Reward.
    • If one player controls four or more crates, that player secures two Munitions Salvage.
    • Otherwise, each player who controls one or more crates secures one Munitions Salvage.

Campaign Reward: Munitions Salvage

  • 01 - 04 AP
  • 05 - 08 Shock
  • 09 - 12 Breaker
  • 13 - 16 EM
  • 17 - 20 Fire

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.

Once purchased by a Spec-Ops model, either apply the Munitions Salvage's ammo type to one rifle, pistol, shotgun, SMG, chain weapon, or grenade the model possesses, or grant the model a new CCW with the listed ammo type. Munitions Salvage replaces all other ammo types possessed by the weapon it is applied to.