Deep Impact

Site C - Balanced Scenario

Mission Objectives

  • 1 For each Nervous Exrah you control at the end of the game
  •  

  • 2 Control more Research Terminals than your opponent at the end of the game
  • or

  • 1 Control the same number of Research Terminals as your opponent at the end of the game
  • 1 Each player has one classified objective
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • An remote research station on

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:
    • Five Nervous Exrah (EX)
    • Three Research Terminals (RT)
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

  • Research Terminals: Any specialist model in base contact with a Research Terminal may interact with it by making a normal WIP roll as a short skill (a model with the Doctor or Paramedic special skill receives a +3 bonus on this roll). On a success, that model's team is considered to control the Research Terminal. This roll may be reattempted as many times as necessary, spending the corresponding short skill each time.
  • A Research Terminal controlled by a team may be taken over by the opposing team by following the same procedure.

  • Nervous Exrah: The three Nervous Exrah begin the game neutral to all players and have the following profile:

  • MI
    Nervous Exrah
    MOV CC BS PH WIP ARM BTS W S
    6-2 14 12 11 13 3 0 1 2
    Abilities Exrah*, Kinematika Lv.1, Super-Jump, Zero-G Terrain
    Equipment: Multispectral Visor Lv.2
    Weapons: Pistol, Shock CCW
    Special: Exrah: This model does not have an Unconscious state. If reduced to 0 wounds, it passes immediately to the Dead state. Additionally, if this model fails its BTS save against E/M ammunation, it suffers one wound.

    As a short skill while in base contact with a Nervous Exrah, a Specialist model may attempt a normal WIP-3 roll to either gain its trust or intimidate it into cooperation (models with the Chain of Command special skill gain a +3 bonus on this roll). On a success, the Nervous Exrah becomes friendly to the Specialist's army and synchronizes with the Specialist model. On a failure, the Exrah performs a Dodge movement as if it had succeeded on a Dodge roll (with the reactive player determining the direction of the movement). This roll may be reattempted as many times as desired, spending the corresponding short skill each time.

    While neutral, Nervous Exrah do not have an active turn, and will only Dodge when granted an ARO.

    If the model with which a Nervous Exrah is synchronized enters a Null state, the Nervous Exrah becomes neutral again and may be synchronized by a new Specialist model.

    At the end of the game, the player who controls more synchronized Nervous Exrah will secure the Exrah Mercenary campaign reward for his faction.

Campaign Reward: Exrah Mercenary [Ally]

    MI
    Vector Operator
    MOV CC BS PH WIP ARM BTS W S
    6-2 14 12 11 13 3 0 1 2
    Abilities Exrah*, Super-Jump, Zero-G Terrain
    Equipment: Multispectral Visor Lv.2
    Weapons: Combi Rifle+Light Shotgun, Pistol, Shock CCW
    Special: Exrah: This model does not have an Unconscious state. If reduced to 0 wounds, it passes immediately to the Dead state. Additionally, if this model fails its BTS save against E/M ammunation, it suffers one wound.

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.