Mindtaking

Site D - Attack/Defend Scenario

Attacker Briefing

Col. Edgar Dunstan

I'm sorry, Commander, but there's been a change of plans. An alarm was just raised at a secure research center ten klicks north of Aritya. I know your team were heading home, but you're the only unit we have in that corner of Septentria with high enough security clearance.

The facility is operated by Hœnir Omnicraft under special contract for the Hexaedron. You know what that means-- whatever you see in there, you didn't see it. Understood?

We don't have much information right now. Hœnir security says they were tracking something strange moving around the facility for a while until their internal sensors cut out about an hour ago. The merc guards running the facility say everything's fine, but none of their lab monkeys are responding to calls.

Best case, the mercs are negotiating for an unofficial raise.

Worst case, we've got bugs.

We're sending you in to find out which it is. And Commander, the Hexaedron wants one of the guards alive. Don't look at me like that, those spooks don't explain themselves to me, either. They told me, and now I'm tellin' you, and that's all I got for you.

I hate sending you in blind and tired, son, but I know you're up for it.

Stay sharp.

Defender Briefing

Node 385/Blue/Tangible

Node 385/Blue/Tangible has completed its research at the human weapons lab. The Muted humans at that location had acquired several pieces of Our technology, the secrets of which continue to elude their meager intellect.

Several of the samples match the production signature of the items We seek. Further inquiries will be made of our informant.

Human communication chatter was intercepted indicating their imminent arrival; this hardware node withdrew to avoid detection. Several Illuminated humans were tasked with incinerating the facility and themselves to conceal evidence of Our inquiries, but the scheduled ignition was not observed.

Scans indicate that human reinforcements are still inbound, so the disruption must be due to an undetected Muted human; 385/Blue/Tangible's sensory hardware will be queued for diagnostics. In either case, that node is not equipped to repel a human incursion of the anticipated magnitude and composition.

Detailed evidence of 385/Blue/Tangible's research must be erased. A human construct was repurposed to assist the Node's inquiries; its data core must be manually wiped to ensure thoroughness. Modifications to the construct render it unlikely that it would be able to interface with the facility's network, but a possibility nonetheless exists that this may have occurred, so the facility's mainframe should be incinerated as well.

Detection is no longer avoidable. Destruction of evidence is deemed to be of greater importance than your squad's survival.

Do not fail.

Mission Objectives

Attacker

  • 1 Defeat a Guard in melee
  • 4 Extract an unconscious Guard
  • 2 Extract the facility's Medic
  • 1 One Classified Objective
  • 2 Your Spec-Ops either causes a wound to an enemy model, or succeeds on a roll that completes an objective.

Defender

  • 2 Capture logs from the Corrupted Remote
  • 2 Extract logs from the Corrupted Remote
  • 2 Destroy the human Mainframe
  • 1 Extract the facility's Medic
  • 1 One Classified Objective
  • 2 Your Spec-Ops either causes a wound to an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A PanOceanian research facility.

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:
    • Six Kaplan Guards (KTS)
    • One Corrupted Remote (CR)
    • One Mainframe (MF)
    • Three Crash Coffins (CC)
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
  • During deployment, each player must place a circular Extraction Zone anywhere within his deployment zone.

Special Rules & Objectives

  • Corrupted Remote: One of the base's Remotes was modified by the intruders. It has been rendered docile and will not perform normal actions other than patrolling the base. At the start of each Player Turn, move the Remote 8" (following its Patrol Path as closely as possible).
  • As a short skill, any Defending specialist model in base contact with the Corrupted Remote may attempt to capture its Memory Core by succeeding on a normal WIP-3 roll as a short skill; models with the Engineer ability ignore the -3 penalty. This roll be re-attempted as many times as necessary, spending the necessary orders each time. Each time a model fails the roll to capture the Core, it is zapped by the remote's electric pulse; the model must succeed on a BTS save against damage 13. On a failed roll, the model enters the Immobilized-1 state and is pushed 1" directly away from the Corrupted Remote.

    Once captured, the Memory Core is represented by a marker and can be carried by any model. Any model can take the Memory Core from the ground, from the hands of an Unconscious or Immobilized figure, or from an allied troop in a Normal state, by entering base contact and spending one short skill.

    To safely extract the Memory Core, a Defending troop carrying the Memory Core may spend one long order while within its own Extraction Zone. Remove an extracted Memory Core from the game board.

  • Guards: The base's previous defenders have been Sepsitorized and ordered to repel intruders. Guard models are friendly to the Defending player, but do not activate in the Active turn. However, they may be used to perform AROs against the Attacker's models. Guards have the following profile:

    Any Attacking model in base contact with a Guard in the Immobilized or Unconscious state may attempt to pick up that Guard's body by succeeding on a PH roll as a short skill (models with Doctor or Paramedic get a +3 bonus to this roll). This roll may be re-attempted as many times as necessary, spending the necessary orders each time.

    Once picked up, the Guard's body is represented by a marker and can be carried by any model. Any model can take the Guard's body from the ground, from the hands of an Unconscious or Immobilized figure, or from an allied troop in a Normal state, by entering base contact, spending one short skill, and succeeding on a normal PH roll.

    To safely extract the Guard's body, an Attacking troop carrying a Guard's body must spend one long order while within its own Extraction Zone. Remove an extracted Guard from the game board.

  • Mainframe: The Mainframe is heavily armored, and must be completely destroyed to ensure that its contents can't be recovered. The Mainframe has ARM 5 and STR 3, and can only be damaged by weapons with the Anti-Materiel property.
  • Rescue the Doctor: The facility's Medic secured himself inside a Crash Coffin after activating the distress beacon. As a short skill, any model in base contact with a Crash Coffin may search it to attempt to locate the Medic. Roll a D20; on a result of 11+, the Medic is in that Crash Coffin. On a roll of 10 or less, the Medic is in a different Crash Coffin. Once two Crash Coffins have been unsuccessfully searched, the Medic is automatically in the third one.
  • Once located, any Specialist model in base contact with the Medic's Crash Coffin may attempt to Synchronize with the Medic by succeeding on a normal WIP roll as a short skill. This roll may be re-attempted as many times as necessary, spending the necessary orders each time.

    Once the Medic is secured, a player may extract the Medic by spending a long order while the Medic is within that player's Extraction Zone.

    Any player who extracts the Medic secures the Kaplan Doctor Ally for his Faction (see below).

Campaign Reward: Kaplan Doctor [Ally]

An Ally is a model that has joined your cause and will fight for one player in your faction for the remainder of the league. Once secured in a mission, the Ally must be allocated to one player in the Faction. The Ally may be included in that player's army in all subsequent rounds without paying its Cost or SWC.

If an Ally ends a game in the Unconscious, Dead, Seed-Embryo, or Sepsitorized state, it is subject to the campaign rules for Character Death. If it fails its Medevac and/or Cubevac rolls, the Ally is lost for the remainder of the league.