The Siege

Site A - Attack/Defend Scenario (2v2)

Mission Briefing

Colonel Edgar Dunstan

Flash alert to all high-clearance assets in the area! We've got incoming at CSDEF!

Hostiles have somehow bypassed the perimeter and are swarming the command compound. I guess we know now where those sewer-runners were headed, don't we?

That facility is priority alpha in this grid. There's a lot of sensitive equipment, information, and personnel in those buildings and we can't afford to have it compromised even for a moment. I'm getting no response from on-site security forces, so for now, assume that they've already been eliminated.

My dropship is already in the air-- signal your positions and I'll pick up both of your teams en route.

This is bad, boys and girls. The enemy have put a lot of effort into penetrating CSDEF, and I can't think of a lot of "next steps" after compromising our orbital defenses that don't end with a carpet of smoking corpses at the bottom of a crater.

I need everyone's A-game today.

Pop flares and await pickup.

Dunstan out.

Mission Objectives

Attacker (Combined Army)

  • 4 Control more zones than your opponent at the end of the game
  • or

  • 2 Control the same number of zones as your opponent at the end of the game
  • 1 For each Command Console you control at the end of the game (max 3)
  • 1 You have one Classified Objective
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Defender (Human Coalition)

  • 4 Destroy 6 sewer exits
  • or

  • 2 Destroy at least 3 sewer exits
  • 3 Control more zones than your opponent at the end of the game
  • or

  • 2 Control the same number of zones as your opponent at the end of the game
  • 1 If you control at least one Command Console at the end of the game
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • This mission is played on a 6ft x 4ft board, with an area of Sewer on each short edge and an area of City in the middle.
  • Sewer:
    • Underground: The Sewer areas are underground, so no level of Airborne Deployment may be used.
    • The Stew: The rivers of filth are considered difficult terrain. If a model becomes prone within The Stew (whether intentionally or due to falling unconscious or failing a guts roll), it must succeed on a normal PH roll or suffer a wound as it drowns. Non-Unconscious models get a +3 bonus to this roll.
  • City:
    • Ground Level: The City area is considered to be located above the Sewers. The barrier between the City and the Sewer is considered to be an impassable wall of infinite height. No LoF can be drawn between the City and the Sewer, and models within one area are never considered to be within the ZoC of a model in the other area for purposes such as hacking, triggering deployable equipment and weapons, and performing the Change Facing action.
    • Models with AD level 1 or 2 may deploy using this ability on the area of the City that touches the board edge.

  • Pipes: Any model may move between the City and Sewer areas by passing through Pipes. A model with less than 2" of movement remaining when it enters a Pipe cannot pass through; a model with 2" or more remaining may travel to the other end of the pipe regardless of how much movement remains in its current movement skill.
  • A pipe can be disabled by destroying its ground-level exit. Pipe exits have ARM 6 and STR 2, and can only be damaged by weapons with the Anti-Materiel attribute.

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:
    • Three Command Consoles (CC)
  • Fixed Deployment: Each Combined Army player must deploy within a different Sewer Deployment zone. Each Human Coalition player must deploy within a different Compound zone.

2v2 Format Rules

This mission requires two opposing pairs of players to work together to overcome their foes. A 2v2 game follows normal rules, with the following exceptions:
  • Nomenclature: For the purpose of these rules, the initiative team will be referred to as A and the other team as B. The players on each team will be labeled 1 and 2, resulting in players A1 and A2 on one side, and B1 and B2 on the other.
  • Initiative: To determine initiative, all players make their rolls, which are then compared face-to-face between the two teams (i.e., all successful Combined Army rolls face to face against all successful Human Coalition rolls) to determine which team has the initiative.
  • Turn Structure: Player turns alternate between teams in the following order:
    1. A1
    2. B1
    3. A2
    4. B2
  • It is not required that the highest-rolling successful players take the A1 and B1 places; the team may allocate its players between positions as it sees fit.

  • Length of Effects: Note that due to the increased number of Player Turns in this turn structure, effects which ordinarily last 2 turns will instead last for 4 turns.
  • Scope of Effects: The models of each player on a team are friendly to one another, and effects (such as the Gadget-2 support hacking programs) that target one or more specific models may be used to target an ally's model(s). However, effects that affect "all friendly models" or similar wording (such as the Fairy Dust hacking program) will affect only the owning player's models.
  • Effects that affect enemy models are not restricted in this way, and will affect both enemy players.

  • Command Tokens: Each team has a single pool of 6 command tokens to share between them.
  • Allied Action: Once per Player Turn, the active player may spend one command token and one Regular order from his order pool to allow his ally to activate a single model. This may not be combined with other effects and abilities (coordinated orders, fireteams, G:Synchronized, etc) to activate additional models at the same time.
  • Critical Mission: The winner of this mission scores two League Points.

Special Rules & Objectives

  • Control Zones: The City is divided into three control zones: the Outer Courtyard, the North Compound, and the South Compound.
  • At the end of the game, 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 or Markers (Camouflage, Spawn-Embryo, Seed-Embryo…) 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 counted either.

    Players will consider a trooper to be inside a control zone when more than half the trooper’s base is inside the zone.

  • Command Consoles: The three Command Consoles begin the game controlled by the Defender. Any specialist model in base contact with a Command Console may interact with it by making a normal WIP-3 roll as a short skill (a model with the Hacker special skill receives a +3 bonus on this roll). On a success, that model's team is considered to control the Command Console. This roll may be reattempted as many times as necessary, spending the corresponding short skill each time.
  • A console controlled by a team may be taken over by the opposing team by following the same procedure.

    At the end of the game, if either team controls more Command Consoles than the other, they will secure the Sat-Link Targeting AI campaign reward for their faction.

  • Edgar Dunstan: One Human Coalition player must include the following model in his army at a cost of 27pts.

  • MI
    Colonel Edgar Dunstan
    MOV CC BS PH WIP ARM BTS W S
    4-4 14 12 11 14 1 0 1 2
    Abilities Advanced Command, Lieutenant, Sixth Sense Lv.2
    Equipment: Cube, AutoMedkit
    Weapons: Combi Rifle, Antipersonnel Mines, Pistol, Knife

    Edgar Dunstan is a character model and is therefore subject to rules for Character Death.

  • Bok Sorak: One Combined Army player must include the following model in his army at a cost of 35pts.

  • MI
    Foremost General Bok Sorak
    MOV CC BS PH WIP ARM BTS W S
    4-2 16 12 13 14 3 0 1 2
    Abilities Morat, Lieutenant, Inspiring Leadership, Immunity: Shock
    Equipment: Cube, Multispectral Visor Lv2
    Weapons: Combi Rifle, Assault Pistol, Grenades, CCW

    Bok Sorak is a character model and is therefore subject to rules for Character Death.

Campaign Reward: Sat-Link Targeting AI [Resource]

The Sat-Link Targeting AI 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: After models have been deployed at the chosen site but before the first Player Turn, place an Enhanced Reaction or Assisted Fire Supportware marker beside one friendly Remote. The chosen Supportware program lasts until the end of the game, or until it is replaced. The affected remote may replace its current Supportware program with the other option by spending a long order.