Random Special Operations Mission

Power Pack

Table Configuration: D.
Special Rules: Saturation Zone, Antennas, Activate Antenna, Overload Prevention System, Connect a Console, Control a Console, Specialist Troops, Chain of Command Bonus, DataTracker.

MISSION OBJECTIVES

MAIN OBJECTIVES
»»To have Activated the same amount of Antennas as the adversary at the end of the game (2 Objective Points, but only if the player has Activated at least 1 Antenna).
»»To have Activated more Antennas than the adversary at the end of the game (4 Objective Points).
»»To Control the enemy Console at the end of the game (2 Objective Points).
»»To Control the enemy Console with your DataTracker at the end of the game (2 extra Objective Points).
»»To have prevented the enemy have Connected your Console at the end of the game (1 Objective Point).

CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).

DEPLOYMENT

Players deploy on opposite sides of the game table. Both players have two 12 x 16 inches Deployment Zones placed at the edges of the table (see map).

Troops possessing the Forward Deployment L1 Special Skill have a 16 x 20 inches Deployment Zone. Troops possessing the he Forward Deployment L2 Special Skill can deploy at any point of their half of the table.

It is not allowed to deploy in base contact with the Consoles nor with the Antennas.

SCENARIO SPECIAL RULES

SATURATION ZONE
The 8 inches area on either side of the central line of the game table is considered a Saturation Zone.

ANTENNAS
There are 3 Antennas placed in the central line of the table. One is in the center of the table, and the other two are 8 inches from the edge of the table. The Antennas 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).

ACTIVATE ANTENNA (SHORT SKILL)

LABELS
Attack.

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

EFFECTS
»»Allows the Specialist Troop to make a Normal WIP Roll to Activate the 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.
»»An Activated Antenna can be Activated again by the other player, applying the same procedure. In such a situation, the Antenna is no longer considered to be Activated by the adversary.
»»Player A and Player B Markers can be used to mark the Activated Antennas. It is recommended each player uses a different kind of Marker.

OVERLOAD PREVENTION SYSTEM
A player cannot have more than two Activated Antennas at the same time. Even succeeding the WIP Roll with a third Antenna, the player cannot mark it as Activated.

 

CONSOLES
There are 2 Consoles placed in different halves of the table, 12 inches from the center of the game table and 24 inches from the edge of the table. The enemy Console is always the one placed in the enemy’s half of the table.

The Consoles must be represented by a Console A or B Marker (CONSOLE A or B) or with a scenery piece of the same diameter (Such as the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink Consoles by Customeeple).

CONNECT A CONSOLE (SHORT SKILL)

LABELS
Attack.

REQUIREMENTS
»»Only Specialist Troops can declare this Skill.
»»The Specialist Troop must be in base contact with the Console.

EFFECTS
»»Allows the Specialist Troop to make a Normal WIP Roll to Connect the Console. 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 Console can be Connected again by the other player, applying the same procedure. In such a situation, the Console is no longer considered to be Connected by the adversary.
»»Player A and Player B Markers can be used to mark the Connected Antennas. It is recommended each player uses a different kind of Marker.

 

CONTROL THE CONSOLES
The Console is considered Controlled by a player when he is the only one who possesses a trooper (as a figure, but not as a Marker) in base contact with it. So there cannot be enemy troopers in base contact with the Console. Models in a Null state cannot be counted for this.

CHAIN OF COMMAND BONUS
Troops possessing the Chain of Command Special Skill have a MOD of +3 to the WIP Rolls necessary to Connect the Console and to Activate the Consoles.

DATATRACKER
At the end of the Deployment Phase, players must declare which troop from their Army List is the DataTracker. The trooper chosen must be always one of the models deployed on the game table. Players are not allowed to choose troopers in Hidden Deployment or in Marker state. This trooper must always be on the game table as a model and not as a Marker (Camouflaged, TO, Holoecho…). Also, Irregular troops and those whose Troop Type is REM are not eligible to be DataTrackers.

The DataTracker is identified with a DataPack Marker (DATA PACK).

END OF THE MISSION

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! state, the game will finish at the end of that Turn.