Excess Cargo

Site D - Balanced Scenario

Mission Objectives

  • 2 For each Suspect Cargo you control at the end of the game.
  • 2 Extract one or more Suspect Cargo.
  • 2 Your Spec-Ops either damages an enemy model, or succeeds on a roll that completes an objective.

Terrain

  • An unattended cargo yard in low orbit over Paradiso. Operatives should prepare for Zero-G operations.
  • Outer Space: The entire game board is considered a Zero-G zone. All models are assumed to be equipped with sealed suits and basic propulsion units, and thus any model may move through the Zero-G zone.
  • All models gain Super Jump while within the Zero-G zone. Models without Zero-G terrain training are reduced to 4-2 movement speed (unless already slower than this); models with Zero-G terrain training increase their speed to 6-4 (unless already faster than this).

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 Suspect Cargo (SC)
  • Both players will deploy on opposite corners of the table, in a 16" deployment "bubble".

Special Rules & Objectives

  • Suspect Cargo: Each Suspect Cargo is docked to a cargo rig and must first be detached before it can be claimed. To detach a Suspect Cargo, a specialist model in base contact with the Cargo must succeed on a normal WIP-3 roll as a short skill (models with the Engineer special skill gain a +3 bonus on this roll). On a failure, this roll may be reattempted as many times as necessary, spending the corresponding short skill each time.
  • Once detached, any model may pick up Suspect Cargo from the ground or take it from a friendly, unconscious, or immobilized model by spending a short skill while in base contact with the Suspect Cargo.

    Suspect Cargo containers are enormous and difficult to move; a model carrying Suspect Cargo has its MOV value reduced to 2-2. However, the container blocks LoF to models behind it (even while being moved). The bulk of the Suspect Cargo also makes it slow to swing around in space; any model that moves while carrying Suspect Cargo can rotate the cargo a maximum of 45 degrees around itself during any given Order.

  • Extract Cargo: At the end of the game, you may Extract any Suspect Cargo that is:
    1. Controlled by you
    2. Completely within your deployment zone
    3. and

    4. Completely outside the ZoC of enemy models
  • Each player who Extracts one or more Suspect Cargo will secure the Excess Cargo Battle Prep for his team during the Week 5 Mega-Battle.

Battle Prep: Excess Cargo

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

Benefit: During Week 5, at the start of the game, each allied player gains an additional command token.