Do Almost No Harm

Site C - Balanced Scenario

Mission Briefing

Foremost General
Bok Sorak

Heh. I think you'll like this one, Commander.

It's no secret that humans snap like a Shasvastii's fingers, but the kishrek back at Command have prodded a few of them and figured out that the broken ones don't heal so great afterward. Can't say I've ever stuck around next to one of their whimpering wounded long enough to find out myself, but apparently they take months of coddling to fix something as simple as a broken arm, and most of their organs don't grow back without major artificial regeneration.

Hard to believe their pups survive a year.

Anyway, Command tells me we're going to start manufacturing wounded humans pretty soon, and I'd like to ensure that they stay that way.

A spy found us one of the facilities where they stack up their wounded. I wanted to blow the damned thing up and be rid of it, but the EI insists that you just empty it out and hand it over to the frogs.

They didn't say why, and I didn't ask.

Just do it.

Sumi Na Rat, Commander.

Mission Objectives

  • 2 At the end of each Game Round, control more Key Structures than your opponent.
  • or

  • 1 At the end of each Game Round, control the same number of Key Structures as your opponent.
  • 1 Secure the Medevac Pilot.
  • 1 Each player has one classified objective.
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A Haqqislam field hospital.

Deployment & Setup

  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

  • Key Structures: A total of 3 Key Structures exist within the facility:
    • the Operating Room
    • the Pharmacy
    • the Laboratory
  • At the end of each Game Round, each player checks how many Key Structures they are dominating and Objective Points are counted.

    A Key Structure is considered Dominated by a player if he has more Army Points than the adversary inside the area. Only troops considered as miniatures or Markers (Camouflage, Spawn-Embryo, Seed-Embryo…) count, as well as AI Beacons, Proxies and G: Servant Remotes. Those troops in Null state will not be counted. Those Markers representing weapons or pieces of equipment (Like Mines or Deployable Repeaters), fake Holoechoes and any Marker that does not represent a trooper will not be counted either.

    Players will consider a trooper to be inside a Key Structure when more than half the trooper’s base is inside the Structure.

  • Medevac Pilot: A freelance Medevac Pilot has become trapped on the hospital shuttle landing pad. A player may Secure the Medevac Pilot at the end of the game by having a Specialist model on the landing pad while the opponent has no Specialist models on the pad.
  • Any player who secures the Medevac Pilot at the end of the game secures the Medevac Campaign Resource for his Faction (see below).

Campaign Reward: Medevac [Resource]

The Medevac is a reusable resource that may be used by the faction that secures it for the remainder of the campaign. Each round when assigning players to Mission Sites, this resource may be allocated to one Site to assist the allied player fighting there.

Benefit: At the end of the mission, before rolling to recover Unconscious and Dead models at the selected Mission Site, one friendly model in the Unconscious or Dead state may be automatically recovered without making any rolls.