Heavy Metal

Site C - Balanced Scenario

Mission Briefing

Maj. Jovita Rios,
4th Acontecimento Armored Squadron

So, this is getting familiar-- we've just had a distress call from an Ironclad Systems manufacturing plant out near Valkenswijk. They're saying an alien dropship just buzzed their plant and dropped landing pods all around the complex.

I don't think we really need to guess what we're going to find. Every site the bichos have hit has turned out to be teeming with alien genetic mutants armed with crazy maldita ray guns. I'm honestly tempted to let the idiots fend for themselves, but command neglected to solicit my input on this one, so off we go to save the day, I guess.

It's kind of a shame, actually. An older Ironclad junker was the first TAG I learned to drive back before I was old enough for the academy. Some days I kind of miss being right there inside the machine... being able to feel it move and hear the gravel crunch. Well, until the bullets start flying, anyway. At that point I'm pretty happy to be in an air conditioned pod in shorts and flip-flops.

*sigh*

... well, anyway. What say we go save these morons from their puto Pandora's Box? If there's time after you wipe the bugs off the walls, I'll remote in and show you how to hotwire one of the old rigs. Everyone deserves to ride one of those monsters once in their life.

Mission Objectives

  • 2 At the end of each round, control more quadrants than your opponent
  • or

  • 1 At the end of each round, control the same number of quadrants as your opponent
  • 2 At the end of the game, control more Mercenary TAGs than your opponent.
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • A TAG manufacturing facility outside of Valkenswijk.

Deployment & Setup

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

Special Rules & Objectives

  • Quadrants: At the end of the each round, divide the area of the board between the deployment zones into four quadrants. Then, each player checks how many quadrants they are dominating and Objective Points are counted.
  • A quadrant is considered Dominated by a player if he has more Army Points than the adversary inside the area. 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 quadrant when more than half the trooper’s base is inside the quadrant.

  • Pilots: Each player begins the game with four TAG Pilots. TAG Pilots have the following profile:

  • LI
    TAG Pilot
    MOV CC BS PH WIP ARM BTS W S
    4-4 11 11 10 13 1 0 1 2
    Abilities: Synchronized
    Equipment: Cube
    Weapons: Pistol, Knife

    Each TAG Pilot begins the game synchronized to a different friendly model of the player's choice. Any friendly model may synchronize to a friendly TAG Pilot (cancelling its previous synchronization) by spending a short skill while the TAG Pilot is within its ZoC.

    TAG Pilots are free, but must be incorporated into their owner's army list and assigned to a combat group; though as Synchronized models, they do not generate an order and do not count toward the combat group's 10-order maximum.

    While piloting a TAG, TAG Pilots cease to be Synchronized to any other model and become independantly-activated models; however, even in this state, they still do not contribute an order to their combat group and do not occupy a slot within it when counting toward the combat group's 10-order maximum.

  • Mercenary TAG: Mercenary TAGs have the following profile:

  • TAG
    (hackable)
    Mercenary TAG
    MOV CC BS PH WIP ARM BTS STR S
    6-4 15 13 15 13 7 6 3 7
    Abilities Manned
    Equipment: Cube, ECM, Nanoscreen
    Weapons: 2 Mk12, 2 DEP

    Each Mercenary TAG begins the game unoccupied and Neutral to all players. Any TAG Pilot, or any Specialist model with Silhouette 2 or smaller, may attempt to activate an unoccupied Mercenary TAG by attempting a WIP roll as a short skill while in base contact with it (Specialist models other than Engineers suffer a -3 penalty on this roll). On a failure, the roll may be reattempted as many times as required, spending the corresponding short skill each time. On a success, the Specialist or TAG Pilot mounts the TAG.

    If a pilot dismounts the TAG or is forced to eject, the TAG once again becomes unoccupied and neutral to all players.

    For the purposes of controlling quadrants, a Mercenary TAG adds 30pts to the cost of the model mounted within it.

    At the end of the game, if one player controls more Mercenary TAGs than his opponent, he will secure the Heavy Gear Battle Prep for his faction.

  • Maj. Rios: The Human Coalition player must include Maj. Jovita Rios in his army at a cost of 85pts and 2 SWC.

  • TAG
    (hackable)
    Maj. Jovita Rios
    MOV CC BS PH WIP ARM BTS STR S
    6-4 17 14 15 13 6 6 3 6
    Abilities G: Remote Presence, CH: Mimetism, Jungle Terrain
    Equipment: ECM, Multispectral Visor Lv.1
    Weapons: HMG, Heavy Shotgun, AP CCW

    Though Maj. Rios operates her TAG remotely, it would take some time to replace if rendered inoperable. Thus, her TAG is considered to be a character model and is therefore subject to rules for Character Death. When rolling on the Character Death table, consider the presence of an Engineer in place of a Doctor or Paramedic.

Battle Prep: Heavy Gear

Battle Prep rewards apply a bonus to all friendly players during the Week 5 mega-battle.

Benefit: During Week 5, each allied player receives +2 SWC that can only be used to pay the SWC cost of a TAG.

Players may borrow Spud's badass clunky robots to proxy TAGs.