Mission: Inadvisable

Site D - Black Ops Scenario

Mission Briefing

Noctifer-Agent Keeskreet

Commander, there is an important task that must be undertaken to ensure the success of a major operation in the human dwelling cluster. Our agents are poised to strike, but certain defenses are still in place that may give the enemy an early warning of our attack, giving them time to fortify their position.

Your task will be to destr--

...

One moment, Commander.

...

What the hell is...

...

SKRRREEEEEEEEEEEEEET!

COMMANDER!

FORGET THE TASK!

A HUMAN IS HERE!

I AM TOO VALUABLE TO PERISH IN THIS PLACE!

COMMAND KNOWS THIS!

THEY WILL REWARD YOU!

SAVE ME!

SKRREEEE--

----- TRANSMISSION ENDS -----

Mission Objectives

Solo Attacker (Human Coalition)

  • 2 For each Human Cargo scanned
  • 2 Collect a Cube from an Exrah Merchant or an enemy model
  • 2 Escape the Ship
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Defender (Combined Army)

  • 2 For each Human Cargo not scanned by the invader
  • 1 For each Airlock sealed
  • 2 Kill the invader
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • An orbital research station. Operatives should prepare for zero-G operations.

Deployment & Setup

  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

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

  • Human Cargo: Two stacks of Human Cargo exist within the cargo bay. The Solo Spec-Ops may scan the Human Cargo in one of two ways:
    • by succeeding on two normal Discover rolls against it at a range of no more than 16"
    • by succeeding on two normal Hacking rolls against it
  • Collecting Cubes: The Solo Spec-Ops may collect an enemy Cube by rendering that model to a Null state with a melee attack while no other enemy models are in base contact with it.
  • Airlocks: The Solo Spec-Ops can attempt to escape the cargo bay by way of two Airlocks. Both Airlocks begin the game sealed. To unseal an Airlock, the Solo Spec-Ops must spend a short skill while in base contact with it and succeed on a normal WIP-3 roll (a model with the Hacker special skill receives a +3 bonus to this roll). On a success, the Airlock is unsealed and may be passed through by spending a long order.
  • To prevent the enemy from using them, any Defending Hacker may attempt to Secure an Airlock that is within its ZoC by spending a short skill and succeeding on a WIP roll. On a success, the Airlock becomes sealed if it had been unsealed, and enters the Secured state. In order to open a Secured airlock, a model must first spend a short skill and succeed on a normal WIP roll while in base contact with it (or while the airlock is within its ZoC if the Solo Spec-Ops is a Hacker). On a success, the Secured state is cancelled and the model may once again make attempts to unseal the door.

  • Exrah Merchants: Two Exrah Merchants are trapped in the cargo bay. Exrah Merchants are friendly to the Defender and have the following profile:

  • MI
    Exrah Merchant
    MOV CC BS PH WIP ARM BTS W S
    6-2 9 10 11 13 3 0 1 2
    Abilities Exrah*, Super-Jump
    Weapons 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.

    Exrah Merchants do not receive an activation, but may perform AROs (all AROs are determined by the Defender).

    As a short skill while in base contact with an Exrah Merchant, a Defending Specialist may attempt a normal WIP roll to synchronize with an Exrah Merchant. This roll may be reattempted as many times as required, spending the corresponding short skill each time.

    At the end of the game, if the Attacker has collected a Cube from an Exrah Merchant, he will secure the SatNav Geologistics campaign reward for his faction. Alternately, if at least one Exrah Merchants is in a non-Null state at the end of the game, the Defender will secure the SatNav Geologistics campaign reward for his faction.

Campaign Reward: SatNav Geologistics

SatNav Geologistics 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: Friendly models deploying to the chosen site using AD Lv.3 or higher gain +3 to their PH roll.