Person of Interest

Site E - Black Ops Scenario

Attacker Briefing

Node 385/Blue/Tangible

The investigation is nearly complete, Commander. I require only one final confirmation.

Your target is a human political figure. This human is intrinsically irrelevant, but it possesses information that I require. The individual likely does not know the significance of the information it possesses. I have determined where the target will be in 0.000625 Local Orbits through a search of unencrypted information freely available on the human data network; you will acquire the human after it has completed a public oration, but before it can escape by aircraft to a more secure location.

This mission will require subtlety. The target is kept within a cordon of security and monitoring personnel, which will likely detect a full military deployment before it reaches the target. This outcome is problematic, as the target will likely self-terminate to avoid capture if given sufficient warning. To avoid this eventuality, I am sending you to interface with the human alone.

Due to the importance of this mission, you will be permitted access to a limited Sepsitor unit. Your rudimentary biology cannot generate the necessary electromagnetic projections to control a full nanoswarm, so this unit has been modified to implant its payload directly into a target's bloodstream through a simple metallic proboscis. Your physiology will be unable to replenish the nanites once they are expended, so you will have only enough for two injections before the unit becomes inert.

Your mission has two acceptable outcomes. If the situation permits, you are to inject a Sepsitor nanoswarm into the human politician. If you succeed, I will acquire not only the information I require but also a valuable human pawn. If you are unable to do so, you must cut the target's Cube from its head. If you are unfamiliar with human anatomy, a Medchanoid will be available to brief you on the relevant landmarks prior to your deployment.

If you fail to acquire the information I require, you will be executed upon your return. However, you will be spared full deletion of your Cube archive if you can mitigate your failure by Enlightening one of the target's servants. I suspect that one or more of these humans may have access to the information I seek, though they will arouse unwanted attention in acquiring it.

This mission is of critical importance, Commander.

Do not fail.

Mission Objectives

Attacker (Combined Army)

  • 2 Obtain the Governor's cube
  • or

  • 4 Sepsitorize the Governor
  • 2 Sepsitorize a Governor's Aide
  • 2 Plant a tracking beacon on the ship
  • 2 Your Spec-Ops either causes a wound to an enemy model, or succeeds on a roll that completes an objective.

Defender (Human Coalition)

  • 4 The Governor must survive
  • 2 Evacuate the Governor
  • 2 Kill the assassin
  • 2 Your Spec-Ops either causes a wound to an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A PanOceanian spaceport.

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:
    • The Governor (GOV) is placed anywhere within the Defender's Deployment Zone.
    • Three Governor's Aides (AID)
  • Exclusion Zone: The entire area between the two deployment zones is considered an Exclusion Zone. The use of the Airborne Deployment, Mechanized Deployment and Infiltration Special Skills in this zone is not allowed, as well as the deployment rule of the Impersonation Special Skill. Exclusion Zone is not applied to Dispersion rules.
  • Both players will deploy on opposite sides of the game table. The Attacker has a 12" deployment zone, while the Defender has an 8" deployment zone.

Black Ops Format

  • Summary
    • A Black Ops mission matches a single Spec Ops model against a 300pt army.
  • Solo Army Rules
    • Solo Ops: The Solo army has no Lieutenant and ignores the Loss of Lieutenant and Retreat! rules.
    • Orders: When the Solo army refreshes its orders at the start of the turn, it gains 10 orders, minus one for each wound the Solo Spec Ops has suffered.
  • Solo Spec-Ops Rules
    • Wounds: The Solo Spec Ops gains 4 additional wounds and cannot take more than 1 wound as a result of any attack.
    • Lone Wolf: The Solo Spec Ops is immune to Isolation.
    • Abilities & Equipment: The Solo Spec Ops gains Stealth, V:Courage, and Scavenger, and is equipped with Smoke Grenades.
    • Misdirection: The Solo Spec Ops deploys in the Misdirection state by placing three Misdirection markers anywhere within its deployment zone. One of the Misdirection markers represents the Spec Ops model, while the others are decoys; the Solo player must note which is real and which are fake. Misdirection markers function the same as Holo-echoes with the following exceptions:
      • Misdirection markers do not need to remain within each other's ZoC
      • Each Misdirection marker is considered to be in the Impersonation-2 state. Discover rolls made against a Misdirection marker automatically succeed if the discovering model is within 8". On a successful discover roll against a Misdirection marker, the marker's owner must reveal if it was a false marker or the actual Spec-Ops model. If the marker is a decoy, remove it from play. If the Spec-Ops model is revealed in this way, remove all other Misdirection markers from play.
      • When a model declares any skill that targets a Misdirection marker (including Discover), that model must turn to directly face the marker.
    • Smoke Bomb!: At the end of any order, if the Spec Ops is outside of enemy LoF, the Solo player may spend a command token to immediately enter Misdirection. Place three Misdirection markers within the Solo Spec Ops' ZoC, then remove the Solo Spec-Ops from play.
  • Opponent Restrictions
    • No Hidden Models: All models in the opposing army must deploy on the board as a model or as a marker. Models with any level of AD must deploy in their owner's deployment zone.
    • Garrison Force: The opposing army has half the normal allotment of SWC.

Special Rules & Objectives

  • This is a Black Ops mission and is thus subject to all Black Ops mission rules. Both players should familiarize themselves with the list construction requirements and special rules for this mission type.
  • The Governor: The Governor is a VIP model who is friendly to the Defender and begins the game synchronized with any model of the Defender's choice. Any other Defending model may synchronize with the Governor (cancelling thany previous synchronization) while in base contact with him by succeeding on a WIP roll as a short skill. A model with the Chain of Command special skill receives a +3 bonus to this roll.

  • LI
    (Hackable)
    The Governor
    MOV CC BS PH WIP ARM BTS W S
    4-2* 8 5 10 11 0 0 1 2
    Equipment: Cube
    Special: The only skills that the Governor can perform are Move, Dodge, Change Facing, and Self Destruct.
    • Slow Movement: The Governor is out of shape, and will have difficulty keeping up with an elite special forces soldier. He will move his first movement value without complaint, but must succeed on a normal PH-3 roll in order to move his second movement value during the same order.
    • Self Destruct: If engaged in melee or approached within 8" and within LoF by an enemy model, the Governor may panic and activate his Cube's destruction sequence. Make a WIP-6 roll opposed by any skill the enemy model targets the Governor with; on a success, the Governor suffers two DMG 12 Shock rolls against his ARM. If the Governor uses this skill and survives, Self Destruct is used up and cannot be used again.
  • Cube Extraction: The Governor and his Aides have an enormous amount of valuable and secret information contained within their Cubes. The Solo Spec-Ops may extract any VIP model's Cube by defeating it in melee.
  • Governor's Aides: Three Governor's Aide VIP models that are friendly to the Defender are placed at the start of the game. These models use the statline of the Governor (above). Governor's Aides do not receive an Active Turn, but will respond to any enemy orders with Dodge AROs.
  • The Governor's Aides are carrying documents that the Governor is not supposed to possess. If the Solo Spec-Ops Sepsitorizes or extracts the Cube from any Governor's Aide, the Attacker will secure the Stolen Intel campaign reward for the Combined Army faction.

  • Limited Sepsitor: The Solo Spec-Ops is equipped with a Limited Sepsitor. This functions as a Sepsitor Lv1 in most respects, with the notable exception that it is used as a Melee Weapon instead of a Direct Template BS Weapon.
  • Kill the Assassin: If the Solo Spec-Ops ends the game in the IMM-2 or Unconscious state, crucial information can be extracted from his Cube, granting the Stolen Intel Campaign Reward to the Human Coalition.
  • The Fate of the Governor: The Governor is considered to be evacuated if he ends the game within the transport ship, while the Solo Spec-Ops is not inside the ship or is in a Null state.
  • The Governor is considered to have survived if he ends the game not in the Dead or Unconscious states. If the Governor ends the game in the Sepsitored state, that does not preclude him from being considered to have survived when counting the defender's Scenario Points. However, if this does occur, the Attacker is considered the winner regardless of the final Scenario Point total.

Campaign Reward: Stolen Intel [Resource]

The Stolen Intel 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: The friendly player at that site gains +6 to the Initiative roll.