Neighbourhood Watch

Site E - Balanced Scenario

Mission Objectives

  • 2 At the end of each Game Round, dominate more Control Zones than your opponent.
  • or

  • 1 At the end of each Game Round, dominate the same number of Control Zones as your opponent.
  • 1 Capture the Fugitive Hacker
  • 1 Each player has one classified objectives.
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • An PanOceanian suburb at night. Operatives are advised to duct tape flashlights to their guns.

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:
    • One Camouflage marker representing a Fugitive Hacker (FH)
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

  • Night Fight: The entire board is considered a Low-Visibility Zone.
  • Domination Areas: At the end of each Game Round, the table is divided in four Control Zones that stretch between both players' deployment zones. Then, each player checks how many Control Zones they are dominating and Objective Points are counted.
  • A Control Zone is considered Dominated by a player if he has more Army Points than the adversary inside the Zone. Only troops considered as miniatures, Markers, or Seed Embryos 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 counter either.

    Players will consider a trooper inside a Control Zone when more than half of the trooper's base is inside that Zone.

  • Fugitive Hacker: A Fugitive Hacker has been hiding out in this neighbourhood and will attempt to evade both players. The hacker does not have an Active turn, but will perform AROs against both players' models (the Defensive player determines the Hacker's AROs).

  • LI
    (Hackable)
    Fugitive Hacker
    MOV CC BS PH WIP ARM BTS W S
    4-4 13 10 10 14 0 0 1 2
    Abilities: Limited Camouflage
    Equipment: Assault Hacking Device
    Weapons: Pistol

    At the end of each Turn, unless the Hacker is in base contact with an enemy model*, she will attempt a WIP roll to disappear with her stealth field, opposed by a Discover roll from any enemy model with LoF to her. If she succeeds, the hacker is replaced by a Camouflage marker which is placed 8" away in a direction determined by the dispersion template (though she will not enter any player's Deployment Zone).

    * NOTE: Remember that a marker cannot be in base contact with a model, so this requires the Hacker to first be Discovered.

    At the end of the game, a player Captures the Fugitive Hacker if he is the only player with a model in base contact with her. Any player who Captures the Fugitive Hacker will secure the Portable Stealth Field Campaign Award for his faction.

Campaign Reward: Portable Stealth Field [Resource]

The Portable Stealth Field 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: One friendly model at the chosen Site gains Limited Camouflage during deployment and the first Game Round. This state expires at the end of the first Game Round if the model has not left the Camouflage state by that point.