Mindtaking

Site D - Attack/Defend Scenario

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.