Random Joint Operations Mission

Hunting Party

Table Configuration: B1.
Special Rules: Restricted Range, Antennas, Connect Antenna, Hunt Down Objectives, Hunting Mission, Reinforced Tactical Link (Capture version), Specialist Troops.


»»Connect the Antennas (1 Objective Point for each Connected Antenna).
»»Hunt Down more enemy Specialist Troops than the adversary (2 Objective Points).
»»Hunt Down as many enemy Lieutenants as the adversary (3 Objective Points, but only if at least 1 Lieutenant is Hunted Down by the player)
»»Hunt Down more enemy Lieutenants than the adversary (4 Objective Points).

Each player has 2 Classified Objectives (1 Objective Point each one).


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


There are 2 Antennas on the central line of the game table, placed 12 inches from the edges of the table. Each Antenna must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or with a scenery piece of the same diameter (Such as the Communications Array by Warsenal or the Sat Station Antenna by Customeeple).




»»Only Specialist Troops can declare this Skill.
»»The Specialist Troop must be in base contact with an Antenna.

»»Allows the Specialist Troop to make a Normal WIP Roll to Connect Antenna. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
»»A Connected Antenna can be Connected again by the other player, applying the same procedure. In such a situation, the Antenna is no longer considered to be Connected by the adversary.
»»Player A and Player B Markers can be used to mark the Connected Antenna. It is recommended each player uses a different kind of Marker.


A Lieutenant and a Specialist Troop are considered Hunted Down when they are in Isolated or Immobilized (IMM-1 or IMM-2) state at the end of the game.

All those Lieutenants and Specialist Troops that have not been deployed on the game table at the end of the game will be considered to be Hunted Down by the adversary.

In this scenario, all the troopers possessing any type of Pistol have available also a Stun Pistol with no additional Cost.

Moreover, all those troopers possessing the Veteran Troop, Elite Troop or Headquarters Troop Troop Characteristic have available also an Adhesive Launcher with no additional Cost.

MULTI BS Weapons can use Stun Mode to shoot Stun Special Ammunition.

In this scenario, Stun Special Ammunition causes the Immobilized-1 state instead of the Stunned state.

In this scenario the rule Loss of Lieutenant does not apply.

In this mission, the identity of the Lieutenant is always Public Information. The player must indicate which Marker is the Lieutenant if it is in a Marker state (Camouflaged, TO Camouflaged…) or which Markers are the Lieutenant in the case of a Holoprojector.

The Lieutenant must be placed on the game table at the beginning of the first Game Round, either as a model or as a Marker. Players may not deploy their Lieutenants in the Hidden Deployment state.

If the player lacks a Lieutenant during the Tactical Phase of their Active Turn because this trooper was not deployed or because it is in an Isolated, Immobilized (IMM-1 or IMM-2), or a Null state (Unconscious, Dead, Sepsitorized…), then the player must name a new Lieutenant, without Order expenditure. The identity of this new Lieutenant is also Public Information. It is compulsory such Lieutenant be a model or a Marker placed on the game table.

For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops.

Hackers, Doctors and Engineers cannot make use of Repeaters or G: Servant models to perform tasks reserved for Specialist Troops.

Remember: Troops with the Specialist Operative Special Skill can accomplish the different functions Specialist Troops have in this scenario.

A Specialist Troop with a Disabled Marker can still accomplish the Objectives of this scenario.


This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

If one of the players starts his Active Turn in a Retreat! situation, the game will end at the end of that Turn.