Site A - Attack/Defend Scenario
Foremost General
Bok Sorak
The Machine has heard our cries, Morats. If we had been permitted to assault the human command center from the front like proper soldiers, the human city would be a blasted scar in the planet surface right now
But not this time. With the moment of ultimate triumph upon us, the Machine has ignored the whispered lies of the frogs and instead turned to sound Morat reason.
With the Machine's blessing, we will do things our way.
The last of the Machine's property is being housed in a human fortress outside of their largest city. The complex is surrounded by high walls and guarded by automated turrets and elite warriors. We will meet all of these with a tide of muscle and steel. They will not survive us.
But that is not all, Morats. The Machine has such faith in its fiercest soldiers that it has entrusted us with its mightiest weapon. Wherever we point our finger, the Machine's fire will rain down from the sky to annihilate the humans and their pathetic refuge.
Prepare yourselves for glory and for a spectacle of carnage that will never be equalled.
Fight well.
Leave nothing alive.
Special: Achievement of mission objectives during the mega-battle directly awards League Points.
The orbital Plasma Driver weapon at Site C is an Anti-Materiel weapon.
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.
Hackers at Site B have access to the Unseal program, which can unlock the doors to a Classified Lab.
Each Classified Lab contains an Alien Stockpile. See "Special Rules & Objectives" below for details.
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.
Voodoo Salvage:
The template splash from the Plasma Driver can't quite reach the stockpiles, so you can't blow them up from space.
| 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 | ||||
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.
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.