Monday, December 29, 2014

Secure the Safe House

In the centre of an unsuspecting peaceful NeoTerran suburb, there was a Safe House. Unfortunately, information has been leaked and now teams are scrambling to secure that Safe House. Will the owners be able to retrieve information or will it fall into the hands of their 'allies'?
Mediocre Movie Makes for Magnificent Mission
Objective:
If the Active Player has a model within 8" of the Safe House at the end of their turn, they gain 1 VP.
Starting on the 2nd Turn, if a player does not gain a VP at the end of their turn, the game ends on that Game Turn.

Deployment:
Place a "House" in the middle of the board, does not even need to be in the centre.  The House can be entered or not, discuss with opponent.

Models with AD, Impersonation, Infiltration and Deployable Weapons cannot be deployed within 8" of the Safe House. Deployable Weapons may be deployed after Deployment.
Scenery:
Build an idyllic suburb your forces are going to fight over.  
The IFF on Crazy Kaolas and Mines are disabled within 8" of the Safe House. They will detonate on any Orders or AROs performed by any models.

Design Notes: This is one of the simplest scenarios to step up from just put shoot each other in the face.  Furthermore, it makes sense.  I'm sure Special Forces secure houses like this all the time so it is easy to understand.  You're trying to drive your opponent's army away so that you've secured the house and they haven't. Holiday laziness, yeah!

There's no turn limit because I want someone to be pushed into Retreat.  That's how important this leak is, it's worth dying for.  Or at least making sure that no one can secure it.  If this seems too simple to you, just make the requirements that a Specialist is needed to be within 8".  If that's too easy, specify only Hackers and Forward Observers are able to confirm that the safe house is secure.

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