The Almost-Perfect Heist

Site C - Balanced Scenario

Mission Objectives

Attacker

  • 2 for each Loader that is Disabled at the end of the game (up to 2)
  • 1 for each Pallet the enemy does not Secure at the end of the mission (up to 3)
  • 1 You have 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

  • 3 Secure one Pallet
  • 1 Each additional Pallet (up to 2)
  • 1 for each Loader that survives the mission (up to 2)
  • 1 You have 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 remote cargo 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:
    • Two Loaders (LD)
    • Three Cargo Pallets (PAL)
    • One Zero-G Cargo Beam (ZGCB)
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

  • Cargo Pallets: Three Cargo Pallets have been assembled in the depot. Cargo Pallets can be moved by the Loader or the Conveyer, but while at rest, they follow normal rules for terrain.
  • Loaders: Luminous Purveyer of Dependable Appurtenances has provided two Loader rigs to help move cargo within the Depot. Loaders are friendly to the Defending player, and have the following profile:
  • TAG
    (Hackable)
    Loader
    MOV CC BS PH WIP ARM BTS STR S
    6-6 13 10 15 12 9 0 3 7
    Abilities: Vehicle, Heavy
    Equipment: Assault Hacking Device
    Weapons: Flash Pulse, Electric Pulse
    • Ponderous: The loader may move only directly backward or forward. It may pause during any movement and rotate, but it does this very slowly, spending 2" of movement for each 90° or less that it turns. If it has less than 2" of movement remaining when it pauses, it may not rotate. This rotation is not a separate skill and may be performed in the middle of another movement, though it always requires 2" of available movement to be spent.
    • The Loader may pick up any Cargo Pallet that is in base contact with the front of the Loader by spending a short skill. Once picked up, the Cargo Pallet always remains flat against the front of the Loader (if it was picked up at an angle, it is pulled flat). Cargo Pallets are considered to be tall enough to entirely block LoF to the Loader, and will do so even while the Loader is moving; in order to fire at the Loader, a model must be able to draw LoF to it around the side of the loaded Cargo Pallet.

    • Industrial Grade: Loaders are incredibly tough and cannot be permanently damaged without the sustained application of a plasma torch. A Loader that is reduced to zero STR will enter the IMM-2 state until repaired by a Mechanic. For each point of STR that the Loader loses beyond zero, place an additional IMM-2 marker on it; any Engineer rolls made to repair the Loader suffer a -3 penalty for each IMM-2 marker beyond the first. One successful Repair roll removes all IMM-2 markers from a disabled Loader.
    • Synchronized: Any Defending Specialist model within the ZoC of a Loader may attempt to Synchronize with it by succeeding on a normal WIP roll as a short skill. Hackers receive a +3 bonus on this roll. While Synchronized, the Loader may borrow its controller's WIP value for any WIP-based checks it is required to make.
  • Zero-G Cargo Beam: The circular template of the ZGCB is the loading point of an energy-based cargo elevator. Any Cargo Pallet that is half or more within the template is automatically airlifted. A model that is half or more within the template must succeed on a PH-3 roll or be carried into space. Models carried into space in this way are considered to be destroyed.
  • Precious Cargo: At the end of the game, the Defender secures one Munitions Salvage Campaign Reward for his faction for each Cargo Pallet that has been Airlifted, while the Attacker secures one Munitions Salvage for his faction for each Cargo Pallet still on the ground.

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.