OPERATION HUNGRY WALRUS An unofficial Infinity The Game global campaign brought you by A Tale of Miniatures and Dice PHASE 2 After three weeks of fighting, the Human Sphere has offered Brutus a way out paved in gold. But many fear that the rogue AI will not settle and will find a way to further escalate the conflict... The present event follows all Season 14 Rules from ITS Season 14 - Thunderclap ADDITIONAL RULE Command Token: territorial control use The faction resulting as Phase 1 Influence Leader for a Theater of War, applies the following rule when playing in that Theater of War. The player may spend a Command Token before rolling initiative (but after selecting Classified Objectives): if so, he/she may re-roll the initiative roll. In case of a draw, the player may delay the re-roll after the new roll. INDEX Theater of War Phase 1 Influence Leader Standard Mission Thematic Mission Thematic Mission Author Page Sèlentra residencial compound Yu Jing Biotechvore Black Lab MetaChemistry 04 INB4 landing pad Ariadna Quadrant Control Tethered WarLore 07 Caligo Hexadrome Non-Aligned Armies Decapitation Prizefight Heletilla 10 Dock #619 Yu Jing Supplies Mnemonic Courier Event Organizers 12 Patricius Oceanographic Data Center Aleph Power Pack B-PONG HellLois 14 West Coastline O-12 Looting and Sabotaging Gold Rush Orbital Operations 18 Akhua Leisure District Haqqislam The Armory INFERNO XXXIV, 139 Event Organizers 21 O-12 Crisis Center O-12 Cryogenics Prison Escape WIP12 23 Calchis Virtual Theme Park Haqqislam Mindwipe Undisclosed Desires Event Organizers 26 BLACK LAB Scenario by the MetaChemistry Podcast MISSION OBJECTIVES MAIN OBJECTIVES ► At the end of each Game Round, have the same number of activated Tech-Coffins as the adversary (1 Objective Point, but only if at least 1 Tech-Coffin is activated by the player) ► At the end of each Game Round, have more activated Tech-Coffins than the adversary (2 Objective Points) ► Acquire an augment from the Med-Pods (1 Objective Point each to a maximum of 3 Objective Points) CLASSIFIED ► Each player has 1 Classified Objective (1 Objective Point) FORCES AND DEPLOYMENT SIDE A and SIDE B: Both players will deploy on opposite sides of the game table, in Deployment Zones whose size depends on the number of Army Points in the Army Lists SIDE ARMY POINTS SWC GAME TABLE SIZE DEPLOYMENT ZONE SIZES A and B 150 3 24 in x 32 in 8 in x 24 in A and B 200 4 32 in x 48 in 12 in x 32 in A and B 250 5 32 in x 48 in 12 in x 32 in A and B 300 6 48 in x 48 in 12 in x 48 in A and B 400 8 48 in x 48 in 12 in x 48 in Exclusion Zone The Exclusion Zone is the area covering 8 inches (4 inches in 150 point games) either side of the central line of the game table. Any Special Skill with the Airborne Deployment (AD) or Superior Deployment Labels cannot be used to deploy inside this area. SCENARIO SPECIAL RULES OPERATING ROOM Placed in the center of the table, it covers an area of 8 by 8 inches. To represent the Operating Room, we recommend using the Objective Room by Micro Art Studio, the Command Bunker by Warsenal, or the Panic Room by Customeeple. In game terms it is considered to have walls of infinite height that completely block Line of Fire. It has four Gates, one in the middle of each wall (See map below). The Gates of the Operating Room are closed at the start of the game. The Operating Room Gates must be represented by a Narrow Gate Token or a scenery piece with the same size. These Gates are all opened the first time any player successfully Activates a Tech-Coffin. MED-PODS There are 2 Med-Pods, placed inside the Operating Room on different corners (see map below). Each Med-Pod must be represented by an Objective Token or by a scenery piece of the same diameter (40mm). USE MED-PODS SHORT SKILL Attack REQUIREMENTS ► The Trooper must be in Silhouette contact with a Med-Pod ► The Trooper must have the Wounds Attribute EFFECTS ► By succeeding at a WIP Roll, a Trooper can make a Roll on the MetaChemistry Chart to obtain one augment. Once a success has been rolled, that Trooper cannot use any Med-Pod again. This does not benefit from MetaChemistry (Reroll). ► Troopers possessing the Doctor or Paramedic Special Skills, or any other Skill which specifies so, don’t need to make the WIP Roll. ► If a Trooper rolls a Special Skill they already have, they can repeat the roll on the MetaChemistry Chart. METACHEMISTRY CHART 1-3 +3 PH 15 No Wound Incapacitation 4-5 Super-Jump 16 +1 ARM + Bioimmunity 6-7 Regeneration 17 Dogged + Immunity (Total) 8-10 Climbing Plus 18 MOV: 6-4 + Super-Jump 11-12 MOV: 8-4 19 MOV: 8-4 + Climbing Plus 13-14 +6 BTS (max 9BTS) 20 +3 PH + Regeneration TECH-COFFINS There are 2 Tech-Coffins, placed on the central line of the table, on either side of the Operating Room. They are placed 10 inches away from the table edges in 300/400 point games, 6 inches in 200/250 point games, and 4 inches in 150 point games. The Tech-Coffins must be represented by a Tech-Coffin Token or with a scenery piece of the same diameter (40mm). ACTIVATE TECH-COFFIN SHORT SKILL Attack REQUIREMENTS ► Only Specialist Troops can declare this Skill. ► The Specialist Troop must be in Silhouette contact with a Tech-Coffin. EFFECTS ► Allows the Specialist Troop to make a Normal WIP Roll to Activate a Tech-Coffin. ► 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 Tech-Coffin can be Activated again by the other player, applying the same procedure. In this situation, the Tech-Coffin is no longer Activated by the adversary. ► Player A and Player B Tokens can be used to mark the Activated Tech-Coffin. It is recommended each player uses a different kind of Tokens. The first time a Tech-Coffin is successfully activated, all Gates to the Operating Room are opened. SPECIALIST TROOPS For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops. Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops. DOCTOR AND PARAMEDIC BONUS Troopers possessing the Doctor or Paramedic Special Skill have a MOD of +3 to the WIP Rolls necessary to Activate Tech-Coffins. This MOD is not cumulative with any Unit Profile MODs for the Doctor or Paramedic Special Skills. In addition, they will be able to make two WIP Rolls each time they spend a Short Skill to Activate Tech-Coffins. 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 their Active Turn in a Retreat! situation, the game will end at the end of that Turn. TETHERED Enjoy Brutus while it lasts. Secure the VIP, crack the node. Expect reinforcements. MISSION OBJECTIVES PRIMARY OBJECTIVES ● Have the Colonel in CivEvac state with one of your troopers at the end of each game round. (2OP each round, does not stack with Threaten) ● Threaten the Colonel at the end of the game . (2OP, does not stack with CivEvac) ● Crack the Brutus Node (2OP) ● Dominate the Landing Zone at the end of the game. (2OP) FORCES AND DEPLOYMENT On a 300 point game, each player has an extended deployment zone that is 16 inches deep. On smaller game sizes, the table size and layout is reduced. Place the Colonel and the Brutus Node on the central line of the game table, inside the Landing Zone. See end of the document for placement guides. SCENARIO SPECIAL RULES BRUTUS NODE The Brutus AI has isolated Hypatia from the Sphere. Bring it to heel. The Brutus Node is placed along the central line of the table, 12 inches from one side of the board. It is a piece of scenery. Use whatever marker or scenery is appropriate (about S3) Crack Brutus Node (Short Skill) Labels: Attack REQUIREMENTS ● A Specialist Troop is in contact with the Brutus Node . EFFECTS ● The Specialist makes a Normal WIP roll to Crack the Brutus Node.. ○ Hackers may instead make two rolls and choose from their results and apply a +3 MOD. If another player Cracks the Brutus Node, it is still considered Cracked by the first player. As per the Saawila special rule, once a player Cracks the Brutus Node, the adversary loses the +4BTS MOD on all of their troopers. COLONEL Colonal Noovan. Or is it? He looks just like him. The Colonel is placed on the central line from the game table, 12 inches from one side of the table edge on a 300 point game. It follows the normal rules of civilians 1 The Colonel cannot be moved outside of the Landing Zone. The Colonel is threatened by a player if that player has at least one trooper (model, not a marker) in a non-Null state inside the Zone of Control of the Colonel. 2 SYNCHRONIZE CIVILIAN - SHORT MOVEMENT SKILL Labels: Attack REQUIREMENTS ● Only Models and not Markers can perform this skill; any Marker which declares this skill is revealed. ● The trooper must be in Silhoutte contact with the target Civilian. ● The target Civilian cannot be in CivEvac with an enemy model. ● REMs, Impetuous troopers, Peripherals, and members of a Fireteam or Coordinated Order cannot declare this skill. EFFECTS ● If the trooper passes a Normal WIP+3 roll, the Civilian enters CivEvac state. ● If the trooper possesses the Chain of Command or Lieutenant special skills, then roll two dice and pick one. ● On a failure, the Colonel is not Synchronized, and remains Neutral DESIGNATED LANDING ZONE Landing pads are great to land on. Just get close. All troopers performing the Combat Jump Special Skill apply a +3 MOD to any PH rolls made to land within the Landing Zone. This stacks with other MODs and is applied a er other Special Skills. 3 3 Combat Jump (PH=10) would become PH=13, for example. Other MODs may still apply. 2 This objective does not count for a player if they already have the Colonel in CivEvac state with one of their troopers. 1 Civilians do not block LoF, provide CC MODs, provide orders, activate Deployables, or generate AROs. Civilians ignore the effects and damage they could suffer. DOMINATE LANDING ZONE It is paramount to secure the landing zone so the Colonel can be extracted. The Landing Zone is Dominated by a player if they have more Victory Points than the adversary inside the area. Only Troopers represented by Models or Markers (Camouflaged, Shasvastii-Embryo, Seed-Embryo...) count, as well as Proxies and Peripheral Troops. Troops in a Null State do not count. Tokens representing weapons or pieces of equipment (like Mines or Deployable Repeaters), fake Holoechoes, and any Token that does not represent a Trooper does not count either. A Trooper is inside the Landing Zone when more than half the Trooper’s base is inside that ZO. NULLIFIER ZONE The Brutus node has a designated area free of mesh networking to prevent intrusion. An area within the 8” Zone of Control of the Brutus Node cannot be part of any player’s Hacking Area. On 100/150 point games, this size is reduced to 4”. Therefore, Hackers cannot utilize Programs that require Hacking Area while inside the Zone of Control of the Brutus Node, nor can troopers in Deployment Zones be the target of Hacking programs. SAAWILA COLONIES Local organisms designed by the Tohaa (and desired by the Nomads) flood the area; civilian versions of symbiont armor. Automatically protects the wearer from nanotech, biological, and chemical threats. All troopers apply a +4 BTS MOD during this scenario. Once a player Cracks the Brutus Node,, the adversary no longer applies the +4 BTS MOD. SERUM-RICH ENVIRONS ENEA supplies are plentiful here. When using the Doctor or Paramedic special skills and/or using the Medikit piece of equipment, a failed WIP or PH roll will not inflict a wound. SPECIALIST TROOPS In this scenario, troopers with the following Special Skills quality as Specialists: ● Chain of Command ● Doctor ● Engineer ● Forward Observer ● Hacker ● Lieutenant ● Operative Especial ● Paramedic Chain of Command, Lieutenant, and Hacker have special effects in this scenario. 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 player starts in Retreat! , then the mission concludes at the end of that Player Turn. 300/400 points - 48x48 inches 200/250 points - 36x36 inches 100/150 points: 24x36 inches Colonel Noovan leads the Errant Fleet’s Naval Evacuation Authority , a legendary detachment of the Tohaa Errant Fleet. He says he’s saved a billion lives through daring boarding and landing operations. And when Noovan - bloodied and injured - was found near a Brutus node, they immediately contacted the ENEA. He won’t leave the node, claiming that it contains vital information, and that it’s his duty to stay until it is recovered. But the Errant Fleet hasn’t reported Noovan missing. When the Nomad diplomatic service informed them of the Colonel’s appearance, they responded by deploying an elite recovery detachment. Are the Nomads being duped by the AI Brutus ? Are they holding the real Noovan? Is there a sinister conspiracy brewing within the ENEA? Both parties move to secure Noovan and the Brutus node on the landing pad. PRIZEFIGHT by Heletilla BACKGROUND Brutus has been using the Caligo Hexadrome arena to stage fights between simulated versions of elite operatives of the various factions involved on New Hypatia. This data-collection project is hidden in plain sight, televised to the public as regular boxing matches. Once you receive intel revealing the nature of these fights, you wish to stop Brutus’s scheme, but not before you can get your hands on the lhost simulating your enemies’ elites... MISSION OBJECTIVES MAIN OBJECTIVES ● At the end of the game, have incapacitated the enemy HVT (1 Objective Point) ● At the end of the game, have the enemy HVT in civevac with a an allied trooper in non-null state (1 Objective Point) ● At the end of the game, the enemy HVT is outside the ring and in your half of the table (2 Objective points) ● At the end of the game, the enemy HVT is in your deployment zone (3 Objective points) ● At the end of the game, your HVT is in a non-null state (1 Objective Point) CLASSIFIED Each player has 2 Classified Objectives (1 Objective Point each). It is not possible to replace any Classified Objective with Secure HVT. FORCES AND DEPLOYMENT SIDE A and SIDE B: Both players will deploy on opposite sides of the game table, in Deployment Zones whose size depends on the number of Army Points in the Army Lists. EXCLUSION ZONE: The Exclusion Zone is the area covering 8 inches (4 inches in 150 point games) either side of the central line of the game table. Any Special Skill with the Airborne Deployment (AD) or Superior Deployment Labels cannot be used to deploy inside this area. SIDE ARMY POINTS SWC GAME TABLE SIZE DEPLOYMENT ZONE SIZES A and B 150 3 24 x 32 in 8 x 24 in A and B 200 4 32 x 48 in 12 x 32 in A and B 250 5 32 x 48 in 12 x 32 in A and B 300 6 48 x 48 in 12 x 48 in A and B 400 8 48 x 48 in 12 x 48 in SCENARIO SPECIAL RULES FIGHT RING There is an 8”x8”x3" Fighting ring at the centre of the game. It is a square, elevated scenic element with ladders at the center of each side. FIGHTER HVTs HVTs follow special rules for this scenario: ● They must be deployed on the ring, on the allied side of the game table. ● They are hostile and reactive, and they can declare dodge or CC Attack. ● They cannot move outside of the ring as a result of a dodge. They can, however, move back on. ● They use the standard profile of the civilian HVT, except it has a PARA CCW (their fists) and Dodge +1” ● They cannot be killed, but can be rendered unconcious. ● They can only be the target of CC attacks. Any attack against them is considered non-lethal. ● They can enter CivEvac state while unconscious, but not before. ● They can be healed through a Doctor special skill or a medikit, but cannot die as a result of a failed roll. INTELCOM CARD (EYE OF THE TIGER) Before the beginning of the game, but after choosing the first Classified Objective, the player must inform their adversary if that card will be their Classified Objective or their INTELCOM Card. Each player rolls a die and the one who gets the highest score must be the first who announces their decision to their adversary. The content of the card, whether the mission or the card numeric value, is Private Information, no matter which use the player has chosen for it. Eye of The Tiger Mode: players can add the value of the Intelcom Card to the CC value of their HVT. The CC value of the HVT thus remains hidden information until an enemy trooper enters base to base contact with them. END OF THE MISSION This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. RING RING RING MNEMONIC C O URIER S MISSION OBJECTIVES MAIN OBJECTIVES ➢ At the end of the game, have successfully extracted t he Courier D ata from the opponent Mnemonic C ourier ( 3 Objective Points ) ➢ At the end of the game, have successfully uploaded the Courier D ata extracted from the opponent Mnemonic Courier ( 1 Objective Point ). ➢ At the end of the game, the opponent have not succe ssfu lly extracted the Courier D ata from your M nemonic C o urier ( 3 Objective Points) ➢ At the end of the game, the opponent have not succe ssfu lly uploaded the Courier D ata from your Mnemonic C o urier ( 1 Objective Points) CLASSIFIED Each player has 2 Classified Objective s (1 Objective Point for each one ) FORCES AND D EPLOYMENT SIDE A and SIDE B: Both players will deploy on opposite sides of the game table, in Deployment Zones whose size depends on the number of Army Points in the Army Lists. SIDE ARMY POINTS SWC GAME TABLE SIZE DEPLOYMENT ZONE SIZES A and B 150 3 24 x 32 in 8 x 24 in A and B 200 4 32 x 48 in 12 x 32 in A and B 250 5 32 x 48 in 12 x 32 in A and B 300 6 48 x 48 in 12 x 48 in A and B 400 8 48 x 48 in 12 x 48 in SCENARIO SPECIAL RULES MNEMONIC COURIER In this scenario, each player deploy s an additional M nemonic Courier HVT , deployed following sta ndard HVT rules The Mnemonic Courier is reactive and hostile, reacting as if it was an enemy Trooper. The Mnemonic Cour ier has the following profile : I SC : [ Mnemonic Courier ] HVT (Hacker) MOV CC BS PH WIP ARM BTS W AVA S 4 - 4 20 11 12 14 1 3 1 -- 2 Special Skills: Martial Arts L2, Dodge ( + 3, reroll ) , No Wound Incapa citation DATA COURIER: submachine gun , CC weapo n , Custom Safety Hacking Device ( Zero Pain ) SWC -- Cost -- If the Mnemonic C o urier is never removed from the game tab le even if it ent ers the Dea d State COU RIER DATA EXTRACT COURIER DATA SHORT SKILL ► Attack REQUIREMENTS ► Only Specialist Troops can declare this Skill. ► The Specialist Trooper must be in Silhouette contact with the opponent M nemonic Courier in either Unconscious or Dead state EFFECTS ► Allows a Specialist Trooper to make a WIP ( - 3) Roll to Extract the Courier Data . With a succeed roll an Courier Data Token must be placed besides it. ► If the roll is failed, The Courier Data are corrupted and cannot be ex tracted any more. The roll can be rerolled as many times as necessary, each time spending a Command Token This reroll does not provide a new ARO to the enemy. ► If the Mnemonic Courier suffers damage fr om EXP, DA, Viral or template weapons the Courier Data cannot be extracted. ► H acker, engineers, doctors and paramedics ignore the WIP - 3 MOD of the WIP r oll necessary to extract the Courier Data ► The Chief Data Recovery Officer applies a +3 M OD to the WIP r oll necessary to extract the Courier Data ► I f the Mnemonic C our ier en ters a Null state due to damage caused by Monofilament weapons apply a +3 MOD to the WIP r oll necessary to extract the Courier Data P ICK UP COURIER DATA SHORT SKILL ► Attack REQUIREMENTS T he Trooper should be in one of the following situations: ► Be in Silhouette contact with an all ied Trooper in a Normal State with the Courier Data Token. ► Be in Silhouette contact with an unaccompanied Courier Data Token. EFFECTS ► Spending one Short Skill, without Roll, any Trooper can pick up the Courier Data in any of the situations previously mentioned. ► The Troops must accomplish the Common Rules of Cour ier Data UPLOAD COURIER DATA SHORT SKILL ► Attack REQUIREMENTS ► Only Specialist Troops can declare this Skill. ► The Specialist Trooper must be carrying the Courier Data Token EFFECTS ► Allows a Specialist Trooper to make a Normal WIP Roll to Upload the Courier Data . With a succeed roll the Courier Data Token must be removed from the gaming table ► 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 COMMON RULES OF COURIER DATA ➢ Only Models, and not Markers, (Camo, Impersonati ons , Holoechoes...) can carry the Courier Data ➢ The Cour ier Data Token must always be kept on the table, even if the Model which is carrying it passes to a Null State I NSURANCE POLICY I n case the opponent ’ s Courie r Data are corrupted the player ’ s Mnemonic Courier HVT ceases to be considered an Allied Trooper C HIEF DATA RECOVERY OFFICER The Chief Data Recovery Officer is an operative with a wide expertise in recovering data from Mnemonic Couriers At the end of the Deployment Phase, in Initiative order, players must declare whic h Trooper from their Army List is their Chief Data Recovery Officer 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 t he 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 Chief Data Recovery Officer The Master Breacher possesses a Monofilament CC Weapon , even if it is not listed on their Unit Profile. The Chief Data Recovery Officer is identified with a Player A or B Marker. S PECIALIST TROOPS For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops. Hackers, Doctor s, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops. END OF THE MISSION This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round. B - PONG (by HellLois) MISSION OBJE CT IV E S MAIN OBJECTIVES • At the end of each Game Round, have the Guide Beacon totally inside the enemy half of the game table. (1 Objective Point) • At the end of each Game Round, Control the Guide Beacon (1 Objective Point ). • At the end of each Game Round, Control at least one Console (1 Objective Point ). CLAS S IFI E D Each player has 1 Classified Objective (1 Objective Point ). FORCES AND DEPLOYMENT SIDE A and SIDE B: Both players will deploy on opposite sides of the game table, in Deployment Zones whose size depends on the number of Army Points in the Army Lists. SIDE ARMY POINTS SWC GAME TABLE SIZE DEPLOYMENT ZONES SIZES A y B 150 3 24 in x 32 in 8 in x 24 in A y B 200 4 32 in x 48 in 12 in x 32 in A y B 250 5 32 in x 48 in 12 in x 32 in A y B 300 6 48 in x 48 in 12 in x 48 in A y B 400 8 48 in x 48 in 12 in x 48 in Exclusion Zone. The Exclusion Zone is the area covering 8 inches (4 inches in 150 point games) either side of the central line of the game table. Any Special Skill with the Airborne Deployment (AD) or Superior Deployment Labels cannot be used to deploy inside this area. SCENARIO SPECIAL RULES GUIDE BEACON There is 1 Guide Beacon placed in the center of the table. T he Beacons must be represented by a Beacon Token (BEACON) or by a scenery piece of the same diameter (such as the Beacon from the ITS Objectives Pack Alpha , the Tactical Beacons by Micro Art Studio, the Tracking Beacons by Warsenal or the Mark One Beacons by Customeeple). REPOSI T ION THE GUIDE BEACON ( ENTIRE ORDER ) LABELS At tack REQUI REMENTS • Only Specialist Troops can declare this Skill. • The Specialist Troop must be in Silhouette contact with the Guide Beacon. EF F ECTS • Spending one Entire Order , without Roll, the player can place the Guide Beacon anywhere within 4 inches of the Troop that declared the Order. • Each Specialist Troop must only declare Reposition the Guide Beacon once per Round. CONTROL THE GUIDE BEACON At the end of each Game Round, the Guide Beacon is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. So there cannot be any enemy Troopers in Silhouette contact with the Guide Beacon Models in a Null State cannot do either. CONSOL E S There are two Consoles, placed on the central line of the game table. They are placed 12 inches from the table edges in 300/400 point games, 8 inches in 200/250 point games, and 6 inches in 150 point games (see map below). Each Console must be represented by a Console A Token or by a scenery piece of the same diameter (such as the Consoles from the ITS Objective s Pack Alpha , the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal or the Comlin k Console by Customeeple). ACTIVA TE CONSOL E ( SHORT SKILL ) LABELS At t a ck REQUI REMENTS • Only Specialist Troops can declare this Skill • The Specialist Troop must be in Silhouette contact with the Console EF F ECTS • Allows the Specialist Troop to make a Normal WIP Roll to Activate 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. • Once you successfully have Activated the Console , you may choose one o f the next actions: o Place the Guide Beacon anywhere within 2 inches from the position it was in. o Magnetize the Guide Beacon: Move the Guide Beacon 6 inches towards the center of the game table. • An Activated Console can be Activated again by the other play er, applying the same procedure. CONTROL THE CONSOLE At the end of each Game Round, a Console is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. So there cannot be any enemy Troopers in Silhouette contact with the Console. Models in a Null State cannot do either. KILLING Troopers are considered Killed by the adversary when they enter Dead State, or they are in a Null State at the end of the game. Troopers that have not been deployed on the game table , as a Model or Marker, at the end of the game will be considered to be Killed by the adversary. SPECIALIST TROOPS For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers , Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops. Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops. 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 their Active Turn in a Retreat! situation, the game will end at the end of that Turn GOLD RUSH By Gravitypool, from Orbital Operations Infinity Youtube Channel First designed for the Satellite Sauce Online Campaign Deployment Deployment Rules Deployment will be 12” on each side of the board. The rest of the board will be divided in 4 12x24” quadrants. On the closest right quadrant from each players side there will be a 40mm base Panoply. At the start of the game, before deployment, players will alternate placing 4 circular templates on the board beginning with the player who won the initiative (2 per player). Each template can be deployed on any quadrant that doesn’t already have one and can not be placed over any scenery element. This templates are considered Mountain Difficult Terrain. On their center, a Mitralite Deposit will be placed. This is a mission element represented by a 40mm base. Scoring Points Objective 1 For every Mitralite Deposit destroyed. (max 4) 2 Obtaining more items from the panoplies than your rival. 2 Control more Mitralite Crystals at the end of the game. Mission Parameters Classified Objectives 2 Loss of Lieutenant YES Retreat YES HVT YES 12” 6” 12” Mission Abilities The Deposits can only be damaged by CC attacks with the Antimaterial trait. They have ARM 8 and STR 2 If their structure would drop to 0, they will be removed from the board and be replaced by a 25mm Mitralite Crystal token. (Note that troops that destroyed the Deposit don’t automatically get the crystal. The crystal must be centered where the Deposit was, so any troop touching the deposit, will not be touching the crystal when the Deposit breaks). RETRIEVE CRYSTAL (Attack, Short Order) Requirements: Be in base to base contact with an allied trooper posessing a Crystal or with a Crystal token on the ground. Effect: The troop acquires the Crystal. This counts as being controlled by the player. If the troop carrying the crystal goes into null state, he will drop the crystal. The owner of the null trooper places the token in the ground in base to base contact with the trooper. If this is not possible due to board conditions, place it in the closest available space where the token fits. ACTIVATE PANOPLY (Attack, Short Order) Requirements: Be in base to base contact with a Panoply. Effect: Make a WIP check. If you pass, choose 1 of the following. Make a roll on the Loot table and get the item. You gain the D-Charges equipment. If you already had this equipment, you refill all spent uses. A trooper cannot get more than 1 item from the same panoply. Mission Bonuses In this mission all Engineers and all Peripheral: Servants assigned to them obtain the D-Charges equipment with Disposable (1). If they already had this equipment, their Disposable value increases in 1. Alternative Board Sizes 150p 200p 24”x32” 32x48” 8” 4” 6” 12” 6” 8”