Not Yours

Site A - Attack/Defend Scenario

Mission Briefing

Colonel Edgar Dunstan

I'm not happy about this one, Commander, but command isn't giving me any choice.

ALEPH has tracked the last of the alien contraband to a secure government facility just outside Silvania. It looks like whoever was running it has bugged out, so we're being ordered to storm the place and hold it against an assault that we know for a goddamned certainty is about to hit.

How do we know? Well, the goddamned plasma driver that just decloaked up in orbit may be a clue. It's sliding into position over the facility, and a dropship just hit the atmosphere that we can safely assume is the painting team. That big son of a bitch is an ungodly nightmare when it hits, but our intel tells us that they depend on ground-based observers to hit anything worth a damn. So, priority one is to kill any critter you see aiming a scope.

I am confused as hell this time, my boy. We haven't seen an orbital cannon on Paradiso in years, but discovering one is usually the signal to retreat, not to dive on in. Whatever's going on in this compound, command seems pretty happy to burn us all to a crisp to hang onto it. Command says they have a team flying up there to shut it down, but who the hell knows how long that'll take.

This is one hell of a shitstorm we're about to roll into. All I can say is try to keep indoors as much as possible and maybe one or two of you will make it back to help me kick command's ass tonight.

Mission Objectives

Special: Achievement of mission objectives during the mega-battle directly awards League Points.

Attacker (Combined Army)

  • 1 For each stockpile you Eradicate

Defender (Human Coalition)

  • 1 For each stockpile you Secure at the end of the game

Terrain

  • A secret PanOceanian facility on the outskirts of Silvania, divided into two separate battlefields labeled Board 1 and Board 2.
  • Scenario Note

    The orbital Plasma Driver weapon at Site C is an Anti-Materiel weapon.

  • Walls: The walls around the compound have ARM 8 and STR 2. They can be damaged only by Anti-Materiel weapons.
  • Landing Pad: Models with AD Lv3 or higher attempting to land on the Landing Pad gain a +3 bonus to their PH roll.
  • The landing pad is located on the Board 2, but players playing on either board may use it. If a model from the Board 1 lands on the landing pad, immediately place that model as if it had entered the board with AD Lv2 where the catwalk touches the edge of Board 1.

  • Special Exclusion Zone: No model may deploy in the area within 8" of the center line of the table at the start of the game. During the game, models with AD Lv3 or higher may deploy within the zone only by landing on the Landing Pad.
  • Scenario Note

    Hackers at Site B have access to the Unseal program, which can unlock the doors to a Classified Lab.

  • Classified Lab: Three Classified Labs with infinitely high walls exist within the compound-- two on Board 1, and one on Board 2. The doors of each Classified Lab begin the game locked. As a short skill, any Specialist model in base contact with a door may attempt a normal WIP roll. On a success, all four doors open at the end of the current order. On a failure, the roll may be reattempted as many times as necessary, spending the corresponding short skill of an order each time.
  • Each Classified Lab contains an Alien Stockpile. See "Special Rules & Objectives" below for details.

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 Alien Stockpiles (AS)
    • Scenario Note

      Hackers at Site C have access to the Puppeteer program, which enables possession of Defensive Turrets. Two can be possessed at once if they are placed within 12" of each other.

    • Five Defensive Turrets. These turrets may be placed BY THE DEFENDER anywhere within the exclusion zone of either board, but NOT on the landing pad or the elevated catwalks. At least one turret must be placed on each board. See below for details on available turrets.
  • Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

Special Rules & Objectives

    Scenario Note

    Voodoo Salvage:

    • 1-4: K1 Rifle
    • 5-8: Nanoscreen
    • 9-12: S: Protheion
    • 13-16: Plasma Rifle
    • 17-20: MSV Lv3
  • Alien Stockpiles: An Alien Stockpile is contained inside each Classified Lab. As a short skill, any Specialist model in base contact with an Alien Stockpile may attempt a normal Willpower roll to take equipment from the Stockpile. On a success, the Specialist model gains a random bonus from the Voodoo Salvage table. Regardless of success or failure, only a single attempt at extracting equipment from any given Stockpile may be made each Player Turn.
  • Securing Stockpiles: At the end of the game, an Alien Stockpile is considered to be Secured if it is not destroyed, there is a Human Coalition model in base contact with it, and no enemy models are within that sample's Classified Lab.
  • Scenario Note

    The template splash from the Plasma Driver can't quite reach the stockpiles, so you can't blow them up from space.

  • Eradicating Stockpiles: Each Alien Stockpile has ARM 3 and STR 2, and can only be damaged by weapons with the Anti-Materiel property. Any Stockpile reduced to 0 STR is considered Eradicated.
  • Defensive Turrets: At the start of the game, the Defending players must deploy five Defensive Turrets between the two boards, chosen from among the three turrets listed below. Any combination of turrets may be selected.
  • REM
    (Hackable)
    Sentry Turret
    BS WIP STR ARM BTS
    11 13 1 3 3
    Abilities: Total Reaction, G:Remote Presence
    Equipment: 360 Visor, Multispectral Visor Lv.1
    Weapons: Spitfire, Electric Pulse

    Scenario Note

    It's a Total Reaction glue shotgun.

    You're welcome.

    REM
    (Hackable)
    Adhesive Turret
    BS WIP STR ARM BTS
    11 13 1 3 3
    Abilities: Total Reaction, G:Remote Presence
    Equipment: 360 Visor, Multispectral Visor Lv.1
    Weapons: Adhesive Carbine*, Electric Pulse
    Special

    Adhesive Carbine

    DMG Burst Ammo Properties
    - 2 Adhesive Non-Lethal
    0-8 8-16 16-24 24-32 32-48
    +6 0 -3 - -

    REM
    (Hackable)
    Anti-Air Turret
    BS WIP STR ARM BTS
    11 13 1 3 3
    Abilities: Total Reaction, G:Remote Presence
    Equipment: 360 Visor
    Weapons: Spitfire, Electric Pulse
    Special: This model never performs BS attacks against models on the ground. Instead, this model may perform a BS attack as an ARO against any hostile model deploying using AD Lv3 or higher, regardless of range or LoF to its landing point. This ARO is made Face-to-Face against the AD model's PH roll to land, and is made as if the target were in this model's +0 range band.

    Sentry Turrets begin the game friendly to the Defending Player. They do not receive an Active Turn, but may perform AROs against enemy models.

  • Scenario Note

    Without a Painted Target, the Plasma Driver can only attack with Speculative Fire at a -6 penalty to hit.

    Also worth remembering: it is possible for the Humans at Site C to take control of the gun. If this happens, their Forward Observers may also make use of Painted Targets.

    Painting Targets: Models on the ground at Site A can attempt to relay targeting information to the orbital Plasma Driver. If a Hacker or Forward Observer model would impose the Targeted state on an enemy model, that Hacker or Forward Observer's controller may choose to instead put it in the Painted Target state. This state works like the normal Targeted state with the following exceptions:
    • The +3 bonus to hit only applies to rolls made by the Plasma Driver weapon.
    • The state lasts until the end of the current Game Round, expiring once the Plasma Driver has fired.